Below are the tribes that are allowed in game as well as the staff member that is in charge of that tribe.
Choosing your Tribe determines your advantage and disadvantage. Each tribe has their unique gift spread (covered in Gifts), in addition some tribes that are more numerous and well situated in the area have additional advantages. Further, each tribe has a unique disadvantage. Choose your tribe carefully, as whatever tribe you are a part of says a lot about your character. Each tribe has two favored Attributes; select one at character creation you gain a free bonus dot in that Attribute. This bonus dot cannot take your Attribute above your normal Attribute dot limit.

Description: Without question the most populous tribe in the area, the Black Furies home is here in Greece. Agents of the Wyld and defenders of the weak, the children of Pegasus are a strictly matriarchal society, although we are not yet at the point in history where men have been cast from the tribe. Highly spiritual, Furies focus on protecting sacred sources of life: women, Wyld, and caerns alike. They often take on a maternal role, nurturing the downtrodden and weak to their peak state. Still, the Furies are also known to be fierce warriors, and have provided some of the greatest archers in the entire Garou nation.
Advantage: Dexterity or Charisma; as the most well established tribe in the area, gain 2 free dots of Territory, in addition their kin are close at hand granting them 1 dot in Kinfolk as well. May begin play as any Rank up to Athro.
Disadvantage: Whenever they see injustice, violation of the sanctity of the Wyld, or crimes against the weak or helpless, Black Furies must address it in some manner. Should they not, they suffer a +4 difficulty on all frenzy tests until either the injustice is addressed or a hour passes, whichever comes first.
Bone Gnawers (Chrys)

Advantage: Wits or Resolve; with seedy connections everywhere, gain two free dots of Contacts. May begin play as any Rank up to Adren.
Disadvantage: Thriving in the dregs of society, Rat's chosen struggle to establish themselves financially: Bone Gnawers cannot take the Resources Background. Furthermore, they cannot use the Beyond Your Means Downtime Action, and any other source of income (Gifts, Influence, Backgrounds) will have their efficacy halved.

Description: Paragons of peace, no tribe encourages cooperation as adamantly as the Children of Gaia. The primary purpose of Unicorn's followers is that of all Garou — fight the Wyrm, wherever it breeds and wherever it dwells. But their chosen secondary purpose is to mediate disputes and alliances among septs and packs, strengthening the Nation as a whole. It’s a difficult job, made more difficult by the contempt they face from many more martial tribes. But as they argue, it’s critical.
Advantage: Composure or Stamina; their tie to Gaia runs even deeper here, granting two free dots of Spirit Pact with an avatar of Gaia (this is the one exception to Spirit Pact only being possible with one spirit). May begin play as any Rank up to Athro.
Disadvantage: The generations of work that the Children of Gaia have put in on being mediators makes their very nature approachable. Due to this, they trigger a weakened delirium in humans. While in Crinos the human will still suffer the normal effects of delirium; however, afterwards they will vaguely remember the “monster” that caused their panic.
Get of Winter Wolf (Travis)

Advantage: Strength or Resolve; always ready for a fight those of the Get of Winter Wolf add their rank to their initiative allowing them to fly right into battle. May begin play as any Rank up to Adren.
Disadvantage: All members of the Get of Great Wolf are raised to fight, and known for their affinity for war. All losses of Glory Renown will incur the loss of 1 additional Glory Renown.

Description: While the children of Stag originated in the north, the tribe branched like the tines of Stag's antlers across Europe, each lesser tribe taking on a name of their own: in Ireland, The Fierce Ones or 'Fianna'; across Gaul, the Hounds of the Horned Ones; in the alpines, the Skysingers; and in the Balkans and Greece? The Night Claws. Their story originates with the fae, and many say this is the reason for the reckless passion the tribe exhibits both on the field of battle and off. Known as some of the greatest talesingers the Nation has ever known, the dangerously passionate Night Claws seek ever greater heights of glory and tales worth telling.
Advantage: Stamina or Charisma; passionate as they are reckless, the fae blood of the Fianna gives them a +2 to resist any fear-based effect. May begin play as any Rank up to Athro (Adren with the Child of the Horned One Flaw).
Disadvantage: As creatures who have dealt with the Fae, the Night Claws often find fate twisted around them. All Night Claws suffer the Trouble Magnet Flaw as inconveniences and minor random set backs seem to always get in their way. This Flaw does not grant XP and does not count against the limit for Flaws. Additionally, their fearlessness prevents them from the healthier aspects of fear: knowing when to back down. This should be roleplayed accordingly.
Red Talons (Travis)

Advantage: Dexterity or Charisma; connected to the Wyld and dangerous world Red Talons gain +2 on all challenges that involve navigating difficult wild terrain, this provides no benefit in a city - even an abandoned one. May begin play as any Rank up to Adren.
Disadvantage: Red Talons are so disconnected from humanity they even balk at use of their tools and methods in their daily life. You may never take the following Abilities above half your rank (rounded up):Academics, Archery, Commerce, Law, Ride, Seneschal, Streetwise, Medicine, Politics, Seamanship, Crafts*. As they were Red Talons as well, your Ancestors will never be able to augment these Abilities either.
*Your Crafts rating is limited to what your Fields of Expertise is. All Crafts dots a Red Talon buys needs to approved to be limited or unlimited by the storytelling staff.

Description: Most tribes just don't understand or appreciate the necessity of things: that to make an omelet, you have to break a few eggs. The children of Grandfather Thunder understand, and tend to terrify others with their ruthlessness. The tribe exists as the unspoken threat that keeps the other tribes in line, often operating as the power behind the throne unless necessity demands they take it. And brace yourself if they take it.
Advantage: Manipulation or Composure. Leaning into the authority with which they pursue their goals, Shadow Lords treat their rank as one higher whenever engaged in a challenge with another Garou. May begin play as any Rank up to Adren.
Disadvantage: If a Shadow Lord admits they are wrong, loses a Challenge, or backs down from a heated confrontation, they suffer a -1 penalty on all Social tests. Further, they must spend a Willpower all general retests as they obsessively focus on getting everything right. These penalties last until the Lord restores face somehow, either through an impressive feat or otherwise appearing superior to whoever bested them.
Silent Striders (Jacob)

Advantage: Stamina or Wits; their recent defeat of one of the ancients has inspired the tribe greatly, Silent Striders gain +2 to all defensive challenges against any vampire powers (e.g. Dominate, Presence, etc.; it does not help the resist getting punched even if that punch is augmented by Potence or another similar effect). May begin play as any Rank up to Adren (Athro with the Snake Killer Merit).
Disadvantage: Recently having lost their home, the Silent Striders are still coming to terms with their curse. Silent Striders may only develop the Ancestors Background to a maximum of 3– to some elders this is a recent development and they remember a time when they could speak to their Ancestors freely, but that time is gone, many see less and less Ancestor spirits and believe that soon they will not be able to call upon them anymore. Further, Silent Striders feel that no place is truly home any more, as such to develop a dot of territory takes a Strider twice as many downtimes as it normally would.

Description: Descended from the alpha of the very first pack, Falcon's followers hold the blessing of Luna and Helios alike as rulers of the Garou Nation. The Silver Fangs demand respect, and go to great lengths to ensure it is earned. Though often viewed with contempt for claiming authority over others, Silver Fangs view leadership as their own personal burden and obligation, shouldering that resentment as a necessity to do their duty. Though weakened by a curse on their family line from reaching too far, they continue undaunted to rise above yet another burden to fulfill their duty as leaders.
Advantage: Charisma or Intelligence; leaders of the Nation, the Silver Fangs command respect. As such when engaging in a challenge with other Garou of equal or less rank, the first time a Silver Fang spends a temper they immediately regain that temper. A Silver Fang may only benefit from this advantage once an hour. May begin play as any Rank up to Adren (Athro with the Noble Clan Membership: Wise Heart Merit).
Disadvantage: All Silver Fangs are known to demonstrate some degree of madness as they age. The longer a Silver Fang is in power, the more they demonstrate the moonthrall. All Silver Fang PCs must start with a Derangement. Silver Fang Kinfolk, Cubs, Cliath, and Fostern can reduce their Derangement Traits to 0, but Adren and Athro always have at least 1 Derangement Trait, and Elders have a minimum of 2.

Stargazers (Jonathan)
Description: Wisemen from the East, the Stargazers often abstain from the actions of western garou. However, in recent years, the Stargazer sought a totem for their tribe, and their journey lead them here to Chimera. Known to hold Territory over the Oracle at Delphi, these mystics are often at the forefront of divine worship in ancient Greece, oft succumbing to the region's many mysteries.
Advantage: Wits or Dexterity; priests of the gods, Stargazers begin play with Devotion to their chosen god at 2, rather than 1; if a Stargazer starts not following any god, they gain devotion 2 as soon as they do. May begin play as any Rank up to Athro (Adren with the Far From Home Flaw).
Disadvantage: Stargazers are renowned for their sage perspective and mastery of riddles. All losses of Wisdom Renown will incur the loss of 1 additional Wisdom Renown.

Description: The Warders of Man take their name very seriously, and have been at the forefront of mortal attempts to build their civilizations and societies. Forever advocates of human progress, Cockroach's children view themselves as the liaison between the garou and the humans around us.
Advantage: Intelligence or Manipulation; firmly connected with the mortal world, the Warders of Man gain 2 additional influences at creation that may be applied to any influences of their choice; this may bring an influence up to 5. May begin play as any Rank up to Athro.
Disadvantage: Warders of Man are so disconnected from the wilds they have difficulty embracing their bestial side. You may never take the following Abilities above half your rank (rounded up): Animal Ken, Primal Urge, and Survival. Also, as your ancestors were just as disconnected from the wilds as you, your Ancestors will never be able to augment those Abilities either. Furthermore, as you have become accustomed to the comforts of living within the city, for every night you have to sleep outside a city, you take a stacking -1 penalty to all tests (maximum of -5) until you are able to sleep within a city's bounds.

White Howlers (Jacob)
Description: From the far north the White Howlers have come; however much as when the Great Winter forced them down from Caldonia to the lands of Stag, the Howlers carry with them a rich history, a fierce attitude, and a great deal of pride, but little else. They bring with their arrival strange practices and in many ways venerate their ancestors even more than any other tribe.
Advantage: Strength or Charisma. Close with those that have gone before them, the White Howlers begin play with 2 dots of Ancestors. May begin play as any Rank up to Adren.
Disadvantage: Further, all White Howlers know that they are the greatest of the great and as such suffer from the Overconfidence Flaw. This Flaw does not grant XP and does not count against the limit for Flaws.