Classification: Union // Open

Tribes & Fera

118 records

Random
Name ▲ Kind Source
Aethera InamorataCampW20
AjabaFeraCB, W20
Amazons of DianaCampW20
Ana-gaminCampW20
AnanasiFeraCB, W20
Angels in the GardenCampW20
Anointed OnesCampW20
Bacchantes (or Maenads)CampW20
Bane TendersCampW20
BastetFeraCB, W20
Bitter HexCampW20
Black FuriesTribeW20
Bone GnawersTribeW20
Bringers of LightCampW20
Brotherhood of HerneCampW20
BunyipLost TribeW20
CampsCampW20
Children of CrowCampW20
Children of DireCampW20
Children of GaiaTribeW20
City FarmersCampW20
CoraxFeraCB, W20
Corporate WolvesCampW20
CroatanLost TribeW20
Cyber DogsCampW20
Demeter’s DaughtersCampW20
DesertersCampW20
Dies UltimaeCampW20
DispossessedCampW20
Dying CubsCampW20
Earth GuidesCampW20
Fangs of GarmCampW20
FiannaTribeW20
FrankweilersCampW20
FreebootersCampW20
Get of FenrisTribeW20
Glass WalkersTribeW20
Glorious Fist of WotanCampW20
Gluskap’s LodgeCampW20
Grandchildren of FionnCampW20
GurahlFeraCB, W20
Hand of TyrCampW20
HarbingersCampW20
Heavenly Successors of the Demon-EaterCampW20
HillfolkCampW20
HoodCampW20
HousesCampW20
Imminent StrikeCampW20
Inner PathCampW20
Judges of DoomCampW20
KitsuneFeraCB, W20
Klaital PukCampW20
Lodge of the Predator KingsCampW20
LodgesCampW20
Loki’s SmileCampW20
Lords of the SummitCampW20
Mechanical AwakeningCampW20
Mjolnir’s ThunderCampW20
MokoléFeraW20
Moon-DaughtersCampW20
Mother’s FundamentalistsCampW20
Myeengun’s LodgeCampW20
NagahFeraCB, W20
NuwishaFeraCB, W20
One TreeCampW20
Order of Our Merciful MotherCampW20
OuroboroansCampW20
Path DancersCampW20
Patient DeedCampW20
Philosophical DivisionsCampW20
Random InterruptsCampW20
Rat FinksCampW20
RatkinFeraCB, W20
Red TalonsTribeW20
Revolutionary GuardCampW20
Road WardersCampW20
RokeaFeraCB, W20
Sacred HoopCampW20
Sacred ThreadCampW20
ScoutsCampW20
Secret HoopCampW20
SeekersCampW20
Seekers of the Lost TribesCampW20
Servants of UnicornCampW20
Shadow LordsTribeW20
Silent StridersTribeW20
Silver FangsTribeW20
SisterhoodCampW20
SkywalkersCampW20
Society of Bitter FrostCampW20
SongkeepersCampW20
StargazersTribeW20
SwarmCampW20
Swords of HeimdallCampW20
Swords of NightCampW20
Temple of ArtemisCampW20
TraditionalistCampW20
Trance RunnersCampW20
TricksterCampW20
Tuatha de FionnCampW20
UktenaTribeW20
Umbral PilotsCampW20
Urban PrimitivesCampW20
Valkyria of FreyaCampW20
VisionaryCampW20
Warders of the LandCampW20
WayfarersCampW20
Web WalkersCampW20
WendigoTribeW20
Whelp’s CompromiseCampW20
WhippoorwillTribeBotW
Whispering RoversCampW20
White HowlersLost TribeW20
Wise GuysCampW20
World TreeCampW20
Wyld ChildrenCampW20
Ymir’s SweatCampW20
ZephyrCampW20
Classification: Union // Open Ref werewolf/faction/tribe/get-of-fenris

Get of Fenris

Tribe · Werewolf

Werewolf

Even among a race of warriors, the Get of Fenris are the most warlike. The Fenrir, as they’re also known, value a glorious death over a peaceful old age. They wear their scars with pride, howl the glory of their victories, and revel in the fear that they spread among the minions of the Wyrm. To the Get, compassion is a luxury, not a virtue — the greatest virtues are valor and strength.

The Fenrir have their origins in Europe, where they once called Germanic tribes and Nordic raiders Kin. Yet even the most brutal and violent sagas of the regions pale before the lore of the Get. Their Galliards (or skalds) joyously recount grim tales of bloody death against impossible odds, of the eternal glory to be found on the battlefield. They have told stories of Ragnarok, of the Apocalypse, for millennia — and they are ready for it.

Blood alone doesn’t make a Get of Fenris. A cub could have the finest Pure Breed, but if he can’t make it through the bloody tribal Rite of Passage, he’s of no use to the Fenrir. Some cubs don’t even survive that first test. Harsh as it is, the Rite of Passage reflects the grim and fatalistic nature of life among the Get. The battles against the Wyrm will be no gentler,— and the Fenrir never run from battle. Every child of Great Fenris, no matter his or her auspice, must be ready to die gloriously for the Mother. This creed often seems contradictory to lupus cubs, who are used to survival as the first and most pressing mandate. Luckily, enough wolf-born find their Rage that the Get haven’t fallen too far behind in their ratio of homid-to-lupus members.

To make matters worse, many Get of Fenris embrace very elitist attitudes not just to strength and valor, but even to sex and ethnicity. This has been a source of internal conflict within the tribe for many years. Although modern Get are less prone to outright racism and sexism, the old prejudices against weakness run deep and take many forms. These haven’t done the tribe’s reputation among the rest of the Garou Nation any favors.

Although it’s not easy for outsiders to see, the Fenrir do possess admirable virtues beyond their courage. There are long-standing traditions of females doing as well as males in many Get septs — they frequently have to work very hard to earn respect, but this struggle is part of what earns them their status. Metis can excel as well, if their deformities don’t impede their actual strength — one who’s ugly as sin and has a terrible speech impediment will still earn much glory if he can fight to the tribe’s exacting standards. Many Get also care very deeply for their Kinfolk, taking family ties exceptionally seriously. This is a double standard for the Kin, of course: their werewolf relatives hold them to brutally high standards, but also defend them with great passion.

At every level, tribe society idealizes strength above all. Wisdom and cunning are valued, but as a complement to might, not a substitute. Fenrir leaders, or jarls, must earn their position through grueling physical trials, and be prepared to hold them in the same way. Tribal moots are full-moon affairs, beginning with a vicious gauntlet-running to determine who’s worthy to participate in the rites of the tribe. Rites of Renown entail bloody runes carved into werewolf hide; even mystical rites dealing with spirits involve ritualized combat between rite-master and spirit as often as not. Even their belief in an afterlife reflects the concept of Valhalla, a grand battlefield awaiting its heroes.

And for all their faults, the Get of Fenris produce many heroes. Their creed of strength is simple, but not simplistic — it teaches many Fenrir to master their Rage, to serve as examples of courage to the rest of the Nation, and to win battles that others would lose or abandon. They are remarkably loyal to those who earn their respect, and their harsh standards encourage other Garou to fight harder if they want to keep the Fenrir’s allegiance. With the Apocalypse at hand, no tribe is more ready to tear the Wyrm apart regardless of the cost.

Appearance: Strong Fenrir blood manifests as huge gray wolf forms with broad shoulders and vicious jaws. There are precious few Get whose hides aren’t marked with scars and tattoos. Some even brand their fur or ceremonially carve runes into their flesh.

Kinfolk & Territory: The Get of Fenris claim their oldest homelands in Europe, ranging from Scandinavia to Germany. They have followed their original Kin throughout many lands, and adopted new bloodlines wherever the local human population produced strong children. They favor rural territories, particularly where the weather is harsh, and are involved in more territorial conflicts than any other tribe. Their largest protectorates are in the Black Forest of Germany and the wilderness of Scandinavia.

Tribal Totem: Fenris, the Great Wolf, one of the mightiest of war totems. Other spirits allied to the Get include Aegir, Hrafn the raven-spirit, the Norns, and Surtur, spirits both warlike and wise.

Character Creation: The Fenrir naturally stress combat and survival Traits. They almost never purchase Contacts: they want true friends, not associates.

Initial Willpower: 3

Beginning Gifts: Lightning Reflexes, Master of Fire, Razor Claws, Resist Pain, Visage of Fenris

“Pain is my lover. Death is my sister. Gaia is my Mother, and Great Fenris is my Father. You have NOTHING for me to fear!”

Stereotypes

Black Furies: A warrior is defined by fang and claw and klaive, not by a womb. You want respect? Earn it.

Bone Gnawers: You can run at my back if you’re too afraid to take the lead. But if you abandon me, I’ll carve you apart like the dog you pretend to be.

Children of Gaia: You think you were given these teeth, these claws, so you could sit about and talk of dreams of peace? Fight, you sheepfuckers!

Fianna: Your ancestors were almost as strong as ours, and you’re almost as strong as we are. What? It’s a compliment.

Glass Walkers: The old ways are hard and painful and merciless. Not surprising that cowards will find any excuse to disdain them.

Red Talons: I admire a wolf who picks a war because he feels it must be fought, not because he thinks he can win.

Shadow Lords: Their schemes against the other tribes are treacherous, which is why they are not friends. Their schemes against the Wyrm are brilliant, which is why we haven’t cut them down.

Silent Striders: They remind me of the ravens: keen-eyed and clever, but better at scouting than fighting.

Silver Fangs: Speak with the voice of a true king, and we’ll follow. You’re too weak to be worth it any other way.

Stargazers: You want to master your Rage by avoiding battle? Why not master fire by eating raw meat all your life while you’re at it?

Uktena: Our ancestors found dark things in their lands when we were at war. Was binding these things the only way to stop them — or a way to keep them in reserve?

Wendigo: You still want to fight us over the deeds of our ancestors? There are more productive ways to commit suicide.

Contains

Loki’s Smile, Mjolnir’s Thunder, Fangs of Garm, Glorious Fist of Wotan, Hand of Tyr, Swords of Heimdall, Valkyria of Freya, Ymir’s Sweat

Referenced by 29

Gifts

Items

Places

Rites & Rituals

Story Seeds

Tribes & Fera

  • Ajaba werewolf/faction/fera/ajaba
  • Mokolé werewolf/faction/fera/mokole
  • Rokea werewolf/faction/fera/rokea
Report a problem