Post by Misha on Jun 10, 2014 11:26:57 GMT -5
Name: Get of Fenris
Plural: Get of Fenris
Pronounciation: geht' uv fehn'-riss
Nicknames: Fenrir
Totem:
The Fenris Wolf: Totem of Respect. Tribal Totem to the Get of Fenris, this totem demands much of his children. Over a thousand years a go, the Norse peoples spoke of the ravening Wolf-God Fenris, a beast even the other gods feared. Powerful, blood thirsty, he neither gives nor expects quarter. He is a warrior's totem, and disdains weakness of any kind. Therefor he only chooses packs whose purposes is that of frequently soaking their blades, claws and teeth in the blood of their foes.
Packs worthy of Fenris become hard in their physical abilities, and are given their Glory known for taking Fenris up as their totem. The Get will respect followers of their tribal totem, a little more than most "outsiders". But they will test them, and test them often, sending them on savage Wild Hunts and battles against powerful enemies.
Wither it be in a pack, or as one of his tribe, Fenris commands that you never show yourself to be cowardly, and that you never turn down a challenge.
Tales of the Tribe
The mission set before us by Great Fenris is not easy, nor should it be. We have made our lives into a conquest of any tribe too weak to stop us, and our brutal ways have made us strong. While other tribes ran and hid, we always stood ready to face the enemies of Gaia, and we have watched those enemies fall. We have challenged all of the other tribes, and we have seen the ones that are weak: the Wendigo, the Black Spiral Dancers, the Glass Walker and Bone Gnawer. They fear us because we are strong. They accuse us of brutality because they are unprepared for the challenges we set before them, because we alone refuse to hide from combat when the time comes for bloodshed.
The other tribes claim that we are mindless killing machines, but they spend too much time scheming in dark rooms and trying to sneak past the Wyrm instead of simply tearing Jormangundr's putrid heart from his chest! The Warriors of Gaia must never be weak. Even as we long for peace we must call for war. Let the other tribes play their foolish political games, let them thrive like cockroaches in the hearts of the Scabs, growing soft because they no longer understand the need to hunt and to kill. Let them breed with weaker races and raise their young as "civilized people". In the end they will understand that we are right, that there can be no peace without sacrifice, that there can be no pleasure without pain.
We lead them in battle and they will follow us as they always have,, fearing the threats we know are commonplace because they have never sought the Wyrm in its own foul nest.
We will bring war to them. We will call them forth for Ragnarok and show them the ways of combat. We will watch them run and hide, fearing their worthless hides while we bathe in the blood of the Wyrm and feast on the entrails of Jormangundr's followers. Those few who are worthy will fight with us, and we will accept them as family. Those who die a coward's death shall lay unburied in the fields of battle, reviled and despised as weaklings.
Ragnarok is upon us, and the time for friendship is past. Those who would flee from us must be destroyed, for surely they would fall to Jormangundr's wiles. Those that would fight us must be taught the error of their ways, and those who ignore us must be made to remember that we are here, no matter the cost. Those who would be our leaders must prove themselves in honorable combat.
Have no fear of death, for beyond death there is Valhalla. Valhalla, where Fenris waits for us, calling to his Get and sharpening the weapons that will help us in the final conflict. For each of us that falls, Ragnarok comes one moment closer. Do not fear Ragnarok. Instead, prepare for it. Know that Ragnarok is your destiny and the final time when Jormangundr will fall before our might.
The Get are divided; they fight amongst themselves as well amongst other Garou. Some demand the Impergium be brought back; some have even started enforcing it again. That is the first sign of Ragnarok. The metis population among Garou increases. Perhaps this increase is brought about by too long a time away from Kinfolk and too much time with packs of mixed heritage. This too is a sign of Ragnarok. The Garou must fight greater odds than ever before, and they must fight Pentex, the greatest whore to capitalism that has ever existed. These too are signs. So far the Get of Fenris is concerned, Ragnarok is coming.
Appearance:
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.
Homelands:
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.
Tribal Disadvantage:
The Get of Fenris honor strength in all forms, and they despise weakness. This attitude is so ingrained that they will show open contempt, even to the point of violence, against those who exhibit a particular weakness. Some targets of Fenrir rage include: Cowardice, Compromise, Lower Animals, Peaceniks, Physical Frailty, Weaver-things.
Tribal 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.
Camps:
The Valkyria of Freya
Hand of Tyr
Fangs of Garm
Mjolnir's Thunder
The Glorious Fist of Wotan
The Swords of Heimdall
Initial Willpower: 3
Backgrounds:
May not buy Contacts
Plural: Get of Fenris
Pronounciation: geht' uv fehn'-riss
Nicknames: Fenrir
Totem:
The Fenris Wolf: Totem of Respect. Tribal Totem to the Get of Fenris, this totem demands much of his children. Over a thousand years a go, the Norse peoples spoke of the ravening Wolf-God Fenris, a beast even the other gods feared. Powerful, blood thirsty, he neither gives nor expects quarter. He is a warrior's totem, and disdains weakness of any kind. Therefor he only chooses packs whose purposes is that of frequently soaking their blades, claws and teeth in the blood of their foes.
Packs worthy of Fenris become hard in their physical abilities, and are given their Glory known for taking Fenris up as their totem. The Get will respect followers of their tribal totem, a little more than most "outsiders". But they will test them, and test them often, sending them on savage Wild Hunts and battles against powerful enemies.
Wither it be in a pack, or as one of his tribe, Fenris commands that you never show yourself to be cowardly, and that you never turn down a challenge.
Tales of the Tribe
The mission set before us by Great Fenris is not easy, nor should it be. We have made our lives into a conquest of any tribe too weak to stop us, and our brutal ways have made us strong. While other tribes ran and hid, we always stood ready to face the enemies of Gaia, and we have watched those enemies fall. We have challenged all of the other tribes, and we have seen the ones that are weak: the Wendigo, the Black Spiral Dancers, the Glass Walker and Bone Gnawer. They fear us because we are strong. They accuse us of brutality because they are unprepared for the challenges we set before them, because we alone refuse to hide from combat when the time comes for bloodshed.
The other tribes claim that we are mindless killing machines, but they spend too much time scheming in dark rooms and trying to sneak past the Wyrm instead of simply tearing Jormangundr's putrid heart from his chest! The Warriors of Gaia must never be weak. Even as we long for peace we must call for war. Let the other tribes play their foolish political games, let them thrive like cockroaches in the hearts of the Scabs, growing soft because they no longer understand the need to hunt and to kill. Let them breed with weaker races and raise their young as "civilized people". In the end they will understand that we are right, that there can be no peace without sacrifice, that there can be no pleasure without pain.
We lead them in battle and they will follow us as they always have,, fearing the threats we know are commonplace because they have never sought the Wyrm in its own foul nest.
We will bring war to them. We will call them forth for Ragnarok and show them the ways of combat. We will watch them run and hide, fearing their worthless hides while we bathe in the blood of the Wyrm and feast on the entrails of Jormangundr's followers. Those few who are worthy will fight with us, and we will accept them as family. Those who die a coward's death shall lay unburied in the fields of battle, reviled and despised as weaklings.
Ragnarok is upon us, and the time for friendship is past. Those who would flee from us must be destroyed, for surely they would fall to Jormangundr's wiles. Those that would fight us must be taught the error of their ways, and those who ignore us must be made to remember that we are here, no matter the cost. Those who would be our leaders must prove themselves in honorable combat.
Have no fear of death, for beyond death there is Valhalla. Valhalla, where Fenris waits for us, calling to his Get and sharpening the weapons that will help us in the final conflict. For each of us that falls, Ragnarok comes one moment closer. Do not fear Ragnarok. Instead, prepare for it. Know that Ragnarok is your destiny and the final time when Jormangundr will fall before our might.
The Get are divided; they fight amongst themselves as well amongst other Garou. Some demand the Impergium be brought back; some have even started enforcing it again. That is the first sign of Ragnarok. The metis population among Garou increases. Perhaps this increase is brought about by too long a time away from Kinfolk and too much time with packs of mixed heritage. This too is a sign of Ragnarok. The Garou must fight greater odds than ever before, and they must fight Pentex, the greatest whore to capitalism that has ever existed. These too are signs. So far the Get of Fenris is concerned, Ragnarok is coming.
Appearance:
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.
Homelands:
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.
Tribal Disadvantage:
The Get of Fenris honor strength in all forms, and they despise weakness. This attitude is so ingrained that they will show open contempt, even to the point of violence, against those who exhibit a particular weakness. Some targets of Fenrir rage include: Cowardice, Compromise, Lower Animals, Peaceniks, Physical Frailty, Weaver-things.
Tribal 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.
Camps:
The Valkyria of Freya
Hand of Tyr
Fangs of Garm
Mjolnir's Thunder
The Glorious Fist of Wotan
The Swords of Heimdall
Initial Willpower: 3
Backgrounds:
May not buy Contacts