Get of Fenrir in Shadowfall | World Anvil
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Get of Fenrir

Fierce warriors with little room for mercy and compassion, the Fenrir view themselves as great heroes, but have been known to shock other Garou with their violent ways. The mythic history of the Get of Fenris reads to outsiders as a twisted representation of Norse mythology. The Get, however, know that it was the humans who got everything wrong, and who cast Great Fenris in the role of a monster. According to myths in the Garou Nation, Great Fenris was the Ahroun of the First Pack. Drawn to battle the giants of the Wyrm in the far Northern reaches of the world, Fenris refused to bring offspring into the world, for he felt that no mortal woman was strong and pure enough to be worthy to be his mate. In battle against the gigantic Jotunn, he beheld the first woman to ever catch his attention: the giantess Sigun of the Vanir people. Fenris pursued her into her homeland, where he proposed to her. Sigun told him that she was already betrothed to a frost giant, and Great Fenris, infuriated, challenged the giant to a duel. After a long and hard battle, Fenris proved to be victorious, but fell into unconsciousness. After being nursed back to health by Sigun, Great Fenris tested her honor, her wisdom, and her courage before taking her as his mate. From their union, Sigun bore Fenris three sons: Garm, an unrivaled skald; Rábjórn, heir to his father's fighting prowess; and Frode, who was the wisest among them. From these three, the Get of Fenris, named the Fenrir during these days, would be born. Tales from other tribes that the Get are descended from a line of Silver Fangs are regarded as propaganda and lies.  

Tribal Trait - Punishing Standards

The Get believe weakness cannot be allowed to exist least as it eventually leads to the packs downfall. Roll a willpower test (3) each time an ally fails to make a successful physical roll in the presence of your character. If failed the Get will scowl his fellow Garou once the immediate danger is over causing his ally to suffer 1 point of Aggravated Willpower damage.  

Background

All Get of Fenrir follow the rules bellow during character creation:
  • Tribal Totem: Fenrir
  • Bloody Reputation: When it comes to Renown you always treat your Glory as being 1 point higher and your Wisdom as being 1 point lower than it actually is for the purposes of Social Bonuses.
  • The Strong are Strongest Alone: You cannot take Followers or Contacts unless they are Kinfolk.
  • Wrathful: All Get of Fenrir begin the game with the Vice - Wrath (Character Flourishes). They do not however reduce their Humanity by 1 for possessing this Vice.
  • Gifts of Fenrir: Chose a single permanent Level 1 Get of Fenrir Tribal Gift for your character to possess.

Camp

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

The Valkyria of Freya

The Valkyria fight for the equal station of women within the Tribe. While most Fenris scorn this Camp, believing it to grow their females into bitching weaklings that will only complain endlessly instead of taking what is theirs by right, the Valkyria themselves maintain that they are important for breaking many of the human preconceptions about the role of females within a society. They clash often (sometimes violently) with the Black Furies.
  • Requirement: The Garou must be a female.
  • Bonus/Negative: When dealing with male Garou apply a 1 Point Penalty to any Social rolls. When dealing with female Garou apply a 1 Point Bonus to any Social Rolls. If dealing with a member of the Black Furies than apply a 2 Point Penalty to any of your Social rolls directed at it and a 2 Point Penalty to any Black Furies Social rolls directed at you.

Hand of Tyr

The Hand of Tyr is comprised of Get that have turned their attention to fighting the Wyrm's influence within humanity, targeting rapists, child molesters, terrorists, and violent criminals.
  • Bonus: Whenever the Garou brings a criminal to justice he gains 1 Point of Glory. This bonus cannot take him past 3 dots in this Glory.
  • Negative: Whenever the Garou fails to bring a criminal to justice he losses 1 Point of Glory.

Fangs of Garm

The Fangs of Garm seek to better integrate the Get of Fenris into the Garou Nation and seek to mend bridges with the other Tribes, so that at the time of the Apocalypse, they can stand together.
  • Bonus/Negative: Lose the Bloody Reputation Background.

Mjolnir's Thunder

Mjolnir's Thunder dedicate themselves solely to the combat against the Wyrm at any cost, eschewing every other activity for the sake of dedicating themselves to eternal war. Most members are seen as homicidal maniacs by the Tribe as a whole.
  • Bonus/Negative: You gain a modified addiction of Thrill Seeker. Unlike the normal version (which you can still take as a character flourish) this version of Thrill Seeker specifically only works in reference to seeking out thrills while battling the Wyrm. It does however grant the character a (some would say unhealthy) immunity to supernatural terror caused by the Wyrm, which can in some instances affect the Garou despite their Fearless racial trait.

The Glorious Fist of Wotan

The Glorious Fist of Wotan believes that only the eradication of mankind can save Gaia. Humans have become the greatest vector through which the Wyrm spreads, so in order to curb it, they have to be killed.
  • Bonus/Negative: The Garou treats all humans as possessing a Wyrm Aura which is 1 Level higher than it actually is. The Wyrm Aura cannot exceed 3, however humans with no Wyrm taint are treated as always having a level 1 Wyrm Aura for the character.

The Swords of Heimdall

Born from the aftermath of the American Civil War, these Get adopted American ideals of racial supremacy as their own. As a result, they sought to cleanse the Tribe from "impure" elements, including Black people, Indigenous people from the Americas, Asians, Romani, and in extreme groups, even Lupus, females, and other Garou. In the 1930s, the Camp gained a major member upsurge and was nearly eradicated by the rest of the Get at the turn of the millennium.
  • Bonus: Start the game with 2 dots in Pure Breed. This dot can be combined with other dots in the same advantage (provided you meet the requirements).
  • Negative: You suffer a 2 Point Penalty to any Social rolls with other Garou and reduce your starting Humanity by 1.

Ymir's Sweat

More of a bloodline than a true Camp, Ymir's Sweat is rumored to descend from Fenrir settlers that landed in northern Canada with the Vikings and interbred with Kin from the Wendigo and Croatans. If the Camp exists, they do their best to be kept secret.
  • Bonus: You may purchase Wendigo Gifts as well as your own Tribal Gift.
  • Negative: You suffer from the Wendigo Tribal Trait in addition to your own.

Loki's Smile

Another faction that is more rumor than fact, Loki's Smile is said to control the Tribe from the shadows, its members communicating via storm-spirits and hiding from the rest of the Tribe.
  • Bonus: Gain a 1 Point Bonus to all Social Rolls when interacting with members of the Get of Fenrir.
  • Negative: Your Glory is capped at 4 dots. 

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