Fianna in Shadowfall | World Anvil
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Fianna

Strongly based on Celtic and European traditions, they are known among the Garou for their passions for the pleasure of life, their skills and ferocity in battle, and as keepers of the music, stories, and lore of the Garou. According to Tribal legends, the Fianna were born from the union of a passionate Gaillard and Danu, an aspect of Gaia which they see as the mother to both the Fianna and the Tuatha de Danaan. Other stories tell that the original Fianna were part of a Wyrm-corrupted people called the Fir Bolg. From one of the Fir Bolg who repented and dedicated himself to the Morrigan, a house within the Fae folk was formed, until they left their home behind to protect their Kin. In turn, they lost their power to return to their homeland and would form the Changing Breeds as they are known. Only the Fianna, they tell, recall their origin accurately.

Tribal Trait - Passions

Fianna are very passionate and feel loss or joy more than other Garou. Due to this the Fianna's character greatly depends on his birth and upbringing. A Fianna character must chose from one of the Tribal Traits:

Howling With Joy (Lupus only)

Not knowing how to express their joy any other way Lupus Fianna tend to howl into the night to advise others of a fortuitous event. The character must pass a Willpower test (3) whenever faced with a happy moment. If the tests is failed he will howl with joy. This Tribal Trait is active regardless of the number of Rage points the character possess.

Sticky Fingers (Homid only)

The Garou is prone to theft of items of great beauty. Whenever exposed to an item of significant artistic beauty (as judged by the Garou) roll a Willpower test (5). If failed the character must attempt to steal the item or suffer 1 points of Aggravated Willpower damage.

Depression (Metis only)

The Fianna produce a high degree of Metis Garou due to their passions, yet regardless treat them as outcasts after the fact. The character starts the game with the Depression (Character Flourish - Disorders). 

Curiosity (any breed)

If presented with something unknown or interesting the Garou must pass a Willpower Test (3 if with his pack, 5 if on his own). If the test is failed the Garou will investigate the object, person or location that sparked the interest. This trait is active regardless of the amount of Rage the character possesses. Note there is no effect if the Garou or his packmates are in mortal danger.

Hopeless Romantic (any breed)

The Garou falls in love all to easily. Whenever meeting a potential partner the Garou must roll a Willpower Test (3). If failed the Garou is lovestruck and will do anything it can to hook up with their intended mate to be. Note this Tribal trait is active regardless of the amount or Rage the character possess.

Background

All Fianna follow the rules bellow during character creation:
  • Tribal Totem: Stag.
  • Lovers: For the purposes of the Rage table the Fianna consider all of their Kinfolk to be Family members.
  • Storytellers: All Fianna add a dot to their Expression rating.
  • Fey Bloodlines: Fianna had often crossed paths with Fairy folk. Add a 1 Point Bonus to all Social Rolls when interacting with Fey, Fae or Changelings. Note that your Kinfolk and your character will also be of greater interest to the Fey which is not always a good thing.
  • Gifts of the Stag: Chose a single permanent Level 1 Fianna Tribal Gift for your character to possess.

Camp

A Fianna may chose to belong to one of the following Camps within his Tribe. This is an optional choice the character can take and should really only be taken by characters of Rank 2 or greater.  

Brotherhood of Herne

Known by the Tribe as “the rapid reaction force,” this is Camp made up of predominantly Ahrouns with a few other Auspices mixed in. They started out as a means of sharing resources when the battle against the newly formed Black Spiral Dancers was at its worst. A few Ahrouns from each Sept would Moonbridge into a Caern in trouble and come to the rescue, so to speak. Although the numbers aren’t the same in the 21st Century, the Brotherhood still serves the same purpose: to come to the rescue of Caerns in need.
  • Bonus: Your character starts the game knowing the Rite of the Opened Bridge.
  • Negative: If you fail to reach a Caern under attack in time you suffer a 2 point reduction to your Honor and Glory Categories. If you outright refuse to go aid a Caern you reset your Honor and Glory Categories to 0.

Children of Dire

The Children of Dire are the primary Fianna protectors and defenders of the wild places of the world. Made up entirely of Lupus Garou and Kinfolk, they are sparse these days, when the influence of the Weaver has spread unhindered throughout Gaia; but in the farthest reaches of the world, where the Wyld still reigns supreme, there you will find the Children. They look after places where two legs could not traverse, and they seek out and protect the Lupus Kinfolk that are growing rarer in the world. They are much like the Whispering Rover Camp, though, in that they never really have a place to call their own; and for Lupus, who feel the pull of territory more so than the other Breeds, it’s a hard life.
  • Requirements: Lupus Garou only.
  • Bonus: Increase your Primal Urge by 1.
  • Negative: You cannot start the game with Resources (Scalable Advantages) and anytime you fail to protect Lupus Kinfolk (of any Tribe) you suffer a 3 Point loss to your Honor rating.

Grandchildren of Fionn

If there has to be one Camp that is the most famous of the Fianna, it is the Grandchildren of Fionn. Named for Fionn MacCumhail, Kinfolk and Warleader of the human Fianna. This Camp is the most popular to the younger members of the Tribe. They go out seeking adventure and battling the Wyrm wherever they can find it; they travel all around the world seeking glorious, honorable, and wise tales to tell about their exploits. However, in the end, even the mightiest warriors often leave the Camp in favor of a warm fire and a good Kinfolk at their side. Still, with the fame that this Camp often brings to any Garou who truly follows its tenants, it is easy to see why so many youngsters choose to gain their fame within the Ranks of the Grandchildren. These Garou seem to care more about fighting that the reasons why they’re doing it.
  • Bonus: Start the Game with an additional dot in Glory and Honor, lose a dot in Wisdom.
  • Negative: Start the game with 5 points of Aggravated Health Damage.

Mother's Fundamentalists

The Fundies are the most unpopular Camp within the Fianna, not just to other Garou, but to the rest of the Tribe at large. They wish to bring back the Impergium, and it would seem as though no matter how many times they are put down by the world, the just keep coming back. They had their hand in the terrorism and wars in Northern Ireland, and dragged the Grandchildren and the Brotherhood in with them to boot; and now, with the makings of peace in Northern Ireland, it seems to be Scotland that they’ve set their claws into. New name, new face, old policies.
  • Requirements: You must possess 1 dot in Streetwise.
  • Bonus: You start the game with at least 1 dot in Arsenal and 1 dot in Connections in the Underworld (Scalable advantages). These dots can be combined with other dots in the same advantages (provided you meet the requirements).
  • Negatives: You suffer a 2 Point Penalty to all Social rolls when dealing with any Tribe, other than the Red Talons.

Songkeepers

Of all the Camps of the Fianna, the Songkeepers have the right to claim legacy as the oldest with only the Grandchildren of Fionn who could possibly dispute that claim. They are what everyone thinks of when one speaks of the Fianna; they are the lore masters, the storytellers, and the ones who dedicate themselves to keeping the oral history alive, and not just their own Tribe, but the whole of the Garou Nation. But contrary to the way it sounds, this Camp is not just Galliards. The Theurges seek out and learn Rites, making sure that none are lost as the Apocalypse approaches, and the Philodox preserve the ancient wisdom of past Judgments. There are even Ragabash amongst the numbers of this Camp. The important thing is the ability to learn and share that knowledge with all Garou, not just the Fianna, which is why the Camp is so well known to the other Tribes.
  • Bonus: Start the game with an extra Level 1 Rite.
  • Negative: Whenever you miss a great event, performed by a Packmate, or a great event, for all Garou, you lose 1 point of Glory.

Tuatha De Fionn

The Tuatha De Fionn or Children of Finn are the Camp of the Fianna that has made it their trade to bolster good relations with the fae that are left in the world. They are the diplomats between the two groups of beings that otherwise probably would not get along. If the fae have a problem with Garou, these are the Fianna that they are like to go to; and if the Garou have a problem with the fae, well, more often than not they try to handle it themselves. These are the Fianna that have to pick up the pieces. It’s a hard job, Changelings are a tricky lot; they do not think like humans most of the time and they seem to exist in a world that is very different from the one the Garou know. But if anyone can bridge that gap, it’s the Tuatha De Fionn.
  • Bonus: Start the game with 2 dots in Connections - Fey or Changelings (or one in both).
  • Negative: Whenever you fail to mediate a dispute between the Fae and the Garou you lose 2 points of Honor.

Whispering Rovers

The Whispering Rovers are a Camp made up primarily of Homid Garou, and some Metis. You’ll find very few Lupus in this group, for the Lupus Garou tend towards the Children of Dire, who are very similar to the Rovers. These Garou give up house and Kin to travel the world. Much like the Silent Striders of Egypt, the Fianna of this Camp are not always well received by other Garou, primarily because they tend to show up unannounced, though they seem to do better in the United States than they do in Europe. They are spies, scouts, and messengers; they are the eyes and ears of the Tribe. These Garou report back to Tara every so often to the Ard Righ himself and keep him filled in on the details of what everyone is doing.
  • Bonus: Start the game with 3 dots in Connections - other Tribes.
  • Negative: You suffer a 1 Point Penalty on any Social Rolls when dealing with other Tribes.

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