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Get of Fenris

These Nordic Garou claim to be warriors among warriors, devoting themselves to Glory and bloodshed with a singular focus.

 

 

Description: The Get of Fenris are the Fenrir, the chosen children of Fenris Wolf, the mightiest warrior spirit in the heavens. They are the fists of Gaia and the greatest warriors of the Garou Nation. Anyone who cares to disagree is welcome to challenge these proclamations in person. The Get hail from

northern Europe and Scandinavia;  those are harsh lands, not prone to forgiving individual frailty, and the Get have absorbed this attitude from their surroundings. They want no truck with weaklings of any kind, Caring only for the Strongest Garou.

 

The mythology of the Get revolves around ancient Norse Legends. They see the coming Apocalypse through the lens of Ragnarok, the final battle between the Norse gods and the wicked giants; the Get see themselves numbered among the Einherjar, the chosen warriors of the gods. The Wyrm itself

they call Jormungandr, the World Serpent. It is said that a true warrior of the Get of Fenris would gladly let himself be devoured by Jormungandr if  he was sure to get a few moments rending and tearing at the beast’s face.

 

The tribe’s belief that the weak must be culled saw a black mark against the Fenrir in the middle of the 20th century as more than a few members of the Get of Fenris fell in with the ideals ofNazi Germany. That cancer was excised rather painfully as the tribe fell to infighting while some of the worst crimes against Gaia of that century were taking place, and it took a few years for the Get to return to their former stature. The most poisonous of Get rhetoric has softened somewhat in the intervening years.

 

The Get of Fenris  see no problem  in seizing caerns “misheld” by other tribes; if the Get can take

a caem, obviously it was not well-defended against the minions of the Wyrm. The Get see their own stewardship of such caerns as the best and most obvious solution to that problem. This has put them on bad footing with several 1 other tribes; the Wendigo and Uktena, in particular, have no great love for the Fenrir. A few tribes are too strong to assault in such a fashion: The Shadow Lords, Silver Fangs and Black Furies can generally hold their own against a Get assault. The others watch the Get warily; the Fenrir know that they will lead the assault against the Wyrm in the final battle for Gaia, and now they only wait the signal

 

Tribal Totem: Fenris Wolf -- the legendary villain of Norse myth is a hero in the eyes of his tribe, a paragon of strength and brutality in war.

 

Advantage: Only the hardiest of Garou make it through a Fenrir Rite of passage. You have an additional Healthy Health Level.

 

Drawback: You despise a particular form of weakness -- as the Fenrir define weakness. Possible targets of your contempt might be cowardice, peaceniks, physical frailty, Weaver-things, or compromise.  You must succeed in a Willpower Challenge when in the presence of an object of your contempt, and if you fail, you have to take action against it -- possibly violent action.

 

Restrictions: Fenrir may not have the Contacts Background -- they have no use for passing acquaintances. If a Fenrir has the Mentor background, the Mentor will never give more direct aid than instruction and advice.

 

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

 

Starting Willpower: Three

 

Wolf Form: The lupine forms of the Get of Fenris resemble the savage wolves of the Far North from ancient times. They are gray and muscular, with cunning eyes and powerful jaws. Some few have dark patches in their fur, but those are often regarded with contempt by the rest of the tribe as lacking in

pure blood.

 

Organization: Each Get of Fenris sept is ruled by a Jarl who is almost invariably the mightiest warrior in the sept. Any warrior who wishes to challenge him can depose the Jarl, but this challenge must take place in ritual combat after a moot, and other Get of Fenris  must witness it. This ritual requirement is often rendered moot, since many Jarls prefer their challenge duels to be to the death. There is little organization to the tribe above the local level. The entire tribe is held on the seats that are held within the Temple of Isensol. These seats include the Jarls of Northgard, Isensol, Walhalla and the Fenris Jaw, the tribes diplomacy is dealt between each of these Garou who meet together once every full moon.


Habitat/Protectorate: The Get of Fenris typically reside in harsh lands where  their mettle (and that of their  Kinfolk) is  constantly tested. This preference for tough living does not prevent the Get from forcibly acquiring caerns that  other tribes  are slow to defend. They are concentrated most strongly in the Black Forest of Germany, Scandinavia and the north central United States. They lash out at any force that threatens their Kinfolk, who are generally of Northern European extraction.

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