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Get of Fenris:

Any Get worth his scars carries himself with pride, for he is the result of centuries of warrior heritage. The Get of Fenris, or Fenrir, are heroes in the truest sense of the word. They seek their fortune along a path beset by battles and awash in blood. Most commonly of Nordic, Teutonic or Saxon descent, they reflect the harsh attitudes of a brutal history. The sagas, eddas and prose poems of a thousand years ago inspire them to great acts of valor. Admittedly, werewolves from other tribes are often shocked by their violent and remorseless behavior, even toward other Garou. Few will back down from a fight, and fewer still show mercy; yet all of them are eager to demonstrate their prowess in battle. 

Strength is the greatest virtue among the Get. Through constant conflict, they force themselves to become stronger... or destroy themselves in the process. The Fenrir seem ferocious and belligerent to other tribes. Even their cubs will sacrifice their lives gladly in the never ending campaign against the Great Serpent of Darkness. While cubs with proper lineage are hounded to join the tribe, werewolves are not just born into the Get of Fenris; they must prove themselves worthy first. Most are of European stock, born of Fenrir Kinfolk, but Get septs have been known to accept heroes from other ethnic groups. The path to glory is not easy, though. The tribe's Rites of Passage are inevitably bloody and often deadly. Cubs who seek acceptance are challenged and tested continually. Even werewolves who aren't born under the full moon must prove themselves as capable warriors. Weak Get die; the strongest survive.

 

To spur them on to greater glory, Fenrir Galliards called skalds recite vast epics of werewolf heroes who have fought against impossible odds. Yet in their lust for blood and glory, the Get have become blind to the darkness within themselves. Fatalism is common among their kind. A true hero does not care whether he lives or dies, as long as he destroys his foes and inspires a great epic for the Galliards to recite. As one would expect, casualties among the Fenrir are high. Even if winning a battle seems impossible, a Get of Fenris would rather die a hero than run away with his tail between his legs. Calling a Get a coward is tantamount to suicide. 

The tribe sees itself as the vanguard in the endless fight against the Wyrm. Their elitism is painfully evident. A rare few have even embraced Aryan ideals of racial supremacy, staining the honor of the tribe in the process. The rest consider themselves superior to other Garou, but largely because they have led a harsh life with high ideals. They are also undeniably chauvinist, sneering at "civil rights" and "empowerment." The strong command the weak who must take their place among cowards and failed heroes. 

Over the last century, the tribe has been forced to modify its chauvinistic attitudes. Other tribes consider them sexist and crude, but women have always had a place in Get culture. Throughout the 20th century, female Fenrir have redefined many of the traditional roles for women in the tribe. As part of their culture, they have fought to prove that they are as heroic as their male rivals, and despite having to work several times as hard, they have proven themselves worthy. Sometimes an elder looks askance at a woman who insists on being treated as an equal, but he usually changes his mind once he's has had his ears pinned back. Female Get are strong-willed enough to hold their own against the average Black Fury. Unfortunately, they are also stubborn enough to insist on proving their superiority. Epic duels result.

When the Get decide to gather in numbers, bone cracking tourneys and epic tests of prowess are certain to follow. Tribal moots are always held beneath the full moon, and they are always militaristic. Ahroun dominate these gatherings, since leaders must always fight for their positions of authority. All who attend must run a deadly gauntlet to participate in the tribe's sacred rites. The gauntlet is soon followed by ritual bloodletting, live rune carving and torture of captured enemies. Mystical rites involve lengthy combat, sometimes with spirits who must be forced into submission by powerful Theurges.  The Fenrir see life as a long, hard struggle; for them, peace is an impossible dream. Through this philosophy, they gain a deep understanding of their inner Beasts, feral instincts and boundless rage. 

As the Final Days approach, true heroes have a chance to wield these weapons and earn a place in Valhalla. They believe that a great battlefield has already been readied for them in the Umbra: Vigrithr, the realm where the final battle of the Apocalypse will be fought. Fimbulwinter, the "final winter" that will end the age of man, is here. The armies of evil are amassing to destroy the Garou in numbers heretofore unseen. The Get of Fenris have been readying themselves for generations. If Ragnarok is at hand, they will greet it with sharpened claws and readied blades.

Tribal Totem: Fenris


Initial Willpower: 3


Background Restrictions: Get cannot purchase the Contacts Background. True friends are the only friends a Fenrir wants. They may purchase Mentor, but a Get's patron will only advise, never protect. Those who cannot survive on their own deserve to die.


Beginning Gifts: Razor Claws, Resist Pain, Visage of Fenris

Thoughts on other tribes:


Black Furies: Their warriors are fierce, but they should have more respect for great heroes. Perhaps we shall have to teach them a lesson again.


Bone Gnawers: Crawling curs. I suppose every sept needs commoners. A pack should only call on them when all other options fail. Even then, their methods can bring a great hero even greater shame.


Children of Gaia: How I tire of their insufferable prattling! Perhaps they should hide back at the sept with the Bone Gnawers. I've seen a few of their Ahroun hold their own in a fight, but I'd prefer that they actually kill more of their foes....


Fianna: Ah! Their lust for battle! Their spirited drinking contests! Such fine epics! We find them amusing, yet they still hold a grudge against us. I imagine it's because our ancestors beat the crap out of theirs.


Glass Walkers: I still don't understand them. They are more men than wolves. Beware their strange ways.


Red Talons: We would do well to ally with the Talons. Their instincts are strong, and they are fierce as Fenris himself in battle. Yet they do not see who the real enemies are. It is far too late to cull the herds of humans.


Shadow Lords: Dealing with them is always a gamble. You may get an advantage you did not see before, or lose everything to their trickery. Trust your gut instincts when talking to them. Their seemingly honeyed words are poisoned with lies.


Silent Striders: Run up ahead, Strider! Come back when you find something... so we can kill it for you!


Silver Fangs: If they live up to their heritage, they are good rulers. The rest they look handsome at our moots, but I'd rather have strong warriors standing beside me. Don't be surprised if you find you must seize power from a weak Fang for the good of the sept.


Uktena: Their ancestors were weak enough to lose their lands, so they make dark deals and questionable pacts. Remember to watch them carefully for signs of Wyrm-taint.


Wendigo: The Wendigo's ability to survive the harsh lands of the North proves their indomitable spirit. We shall stand at the vanguard, but they are worthy enough to come running close behind us.


Stargazers: To leave the Nation in these times is as good as suicide. Even the strongest tribe cannot survive the Apocalypse on its own, much less the Stargazers.
 

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