Get of Fenris
Umbral Realm · Werewolf
The homeland of the Get of Fenris is the harshest of all the European-descended tribes. A permanent, bitter winter cloaks this Realm. Barren tundra comprises most of the land. Only the hardiest shrubs and grasses can grow here and these provide poor sustenance to the herds of mammoth that roam the Realm. Cold, dark taiga borders the tundra and steep fjords divide the lands, daring the Get to test their resilience by crossing the icy waters.
Packs of dire wolves roam the wilds, fighting for survival against the never-ending cold. These predators live forever on the verge of starvation and will hunt and attack any source of
meat they can take down — including werewolves. They are smart enough to stay clear of the lodges where the Get gather to carouse, fight and tell tales of their glory, but solitary Garou on tests of stamina or exiled by their lodge are fair game.
The lodges form the nexus of Get homeland society. Philosophical and ideological disagreements separate the lodges; non-Get have difficulty seeing the difference. To the Get these differences are vast gulfs that provide perfect excuse for each to prove its merits through combat. Opposing lodges frequently clash upon the icy plains. The winning lodge has the superior philosophy — at least until the next conflict.
These battles are fierce and bloody as befits the Get, but Fenris will not allow his tribe to destroy itself through them. Any felled Garou lies at the point of death on the cold rocks until he can find the strength to drag his near-dead carcass back to his lodge. His pack may assist but this is a sure sign of weakness; a true Get would rather endure weeks crawling with his entrails dragging behind him than accept help. Once within a lodge, a single night’s sleep restores the victim to health, no matter how grievous the wounds.
Fenris knows blood must sometimes be permanently spilled between brothers. The Get challenge each other to formal duels that do not benefit from the protection from death. Duels can only be declared between lodge skirmish es and are public spectacles that entire lodges turn out to observe. The duelists set the terms of battle and no Garou may interfere. Fenris will punish transgressors harshly.
Referenced by 29
Gifts
- Becoming werewolf/power/gift/becoming
- Call Great Fenris werewolf/power/gift/call-great-fenris
- Dawning werewolf/power/gift/dawning
- Harmony werewolf/power/gift/harmony
- Head Games werewolf/power/gift/head-games
- Mahanaga werewolf/power/gift/mahanaga
- Rites of Death werewolf/power/gift/rites-of-death
- Shadows of Mictlán werewolf/power/gift/shadows-of-mictlan
- Sticky Paws werewolf/power/gift/sticky-paws
- Sudden Surge werewolf/power/gift/sudden-surge
- Terror of the Depths werewolf/power/gift/terror-of-the-depths
- Yu’s Endurance werewolf/power/gift/yus-endurance
Items
- Ironhammer werewolf/item/fetish/ironhammer
- Jarlhammer werewolf/item/fetish/jarlhammer
Places
- Bunyip Caern Wards werewolf/location/caern/bunyip-caern-wards
- Places of Note werewolf/location/caern/places-of-note
- Recommendations werewolf/location/caern/recommendations
- Spectral Binding werewolf/location/umbral_realm/spectral-binding
- THE COIL’S FAVOR werewolf/location/umbral_realm/the-coils-favor
- Three Heads of the Hydra werewolf/location/umbral_realm/three-heads-of-the-hydra
- Tribe and Sept werewolf/location/caern/tribe-and-sept
Rites & Rituals
- Rite of Boasting werewolf/power/rite/rite-of-boasting
- Rite of Passage werewolf/power/rite/rite-of-passage
- Rite of Wounding werewolf/power/rite/rite-of-wounding
- Rite of the Winter Wolf werewolf/power/rite/rite-of-the-winter-wolf
Story Seeds
- The Kingdoms and the Wylderness werewolf/rule/story_seed/the-kingdoms-and-the-wylderness