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Hi!!
I saw your reblogged ask about WtE redesigning the Get, and I'm curious what you can share?
I'm working on my own rewrite project (it's mostly a redesign of the W5 system, designed to work with either my patchwork mess of lore or with WtE lore) and I've been having some trouble with the Get, so I'd love to hear your thoughts!
I'm sharing this as someone who has always held a deep affection for Fenrir.
When redesigning the tribe I wanted to do it from a few angles at once.
What motivates a warrior? What is, what is it that makes a society one that is oriented so closely around battle prowess?
What history can do to shape a society into a society of warriors
How does the warriors outlook shape society at large?
What parts of Fenrir history can have direct parallels with minimal effort?
What key parts of the Fenrir are absolutes that cannot be removed without making the tribe unrecognizable to fans?
So, I did exactly that.
The first thing I did was I talked to scandinavian, sami, and slav people actively living in europe and got some pretty deep lessons on outlooks and culture, as well as numerous history lessons from a first-person perspective on things. I then befriended a polish-speaking pagan that was happy to teach me about cultures on sacrifice as both a literal practice and one that affects outlook. In that light, I rewrote the tribe to be one that went from 'seeking a good death' to a tribe that 'seeks causes worth dying for.'
Actually, why don't I just share with you the Get! (glyph used with permission by Feral Noesis)
Get of Fenris (see below the cut)
Dziewanik. Fenrir. Gummoš. Feriksen Suku. Vilkati. Vukarci. Legends, clothing, and common parlance from Sápmi to Carpathia speak of lupine spirits, warriors and deities all linked to the wilderness, hunting, society, and even to some of the oldest creation myths, and in each of these societies, a tribe of fearless Garou emerged. Even among a race of warriors, the Fenrir stand out as the one tribe well and truly composed of warriors from the top down. They throw themselves heart-first into a worthy cause, wearing scars with pride, howling the defeat of their enemies, and maintaining a reputation built on Glory wrought through great sacrifice and determination. Theirs is a culture of warriors whose history is etched in rocks and ancient temples deep in the wilderness.
Their origins can be traced to before the crusades, following the emigration of Germanic and proto-baltic-slav tribes fleeing the Huns both west and northwards. Regularly raided from the Carpathians, it would be Fenris’ wolves who came to find human tribes espousing their very ideals, worshipping the plants and rocks around them. Taking up the hammers and axes these people used in everyday life and now had to use to defend themselves, these became the symbols for the tribe itself—the weapons of the common man fighting alongside kin against insurmountable enemies and overcoming side-by-side.
This culture of adoption, cause, and sacrifice remains unchanged to this day. Lineage alone doesn’t make a Get of Fenris. If a cub cannot stand up to the tribe’s brutal and often bloody trials, they stand no chance against the kind of enemy the Get pursue. Fenrir maneuvers and tactics were first developed deep inside the mountains, combating the Jotunn. Long ago, these twisted and vile giants battered Fenrir around like playthings.
Since the beginning, those espousing the ideals of Fenris seek worthy causes they can throw themselves into body and soul. Their fearlessness lies in their determination weighing their strikes. To a Fenrir, nothing in life worth having comes without significant personal work to obtain, from the manner in which they maintain their spirit affinities to their very homes they always build by hand.
Heroism is not without its drawbacks. The life of a Fenrir is often short and violent. This has led to a belief that the tribe is comprised of mindless warriors with insatiable bloodlust. Those who run with the Fenrir find them to be direct, plain-worded, and espousing deep convictions for the causes they’ve dedicated their lives to.
Leadership in the tribe follows the philosophy of Fenris, that seniority has no meaning. Those most capable of leading in their position do so. Their zedakh’fa, or jarls, earn their right to rule with iron and fang; the leaders of their packs are those most capable of instilling valor in their wolves, and the leader of the household is the kin most knowledgable and skilled in navigating the specific needs and boundaries to be navigated at home.
The combat prowess inherent in every Get of Fenris Cliath is one that is hard-earned and, if they learn to appropriately harness their rage, often ascend to become unparalleled champions in their septs once they ascend the ranks to Adren and beyond — assuming they live that long.
Appearance
Extant Fenrir lineages reveal themselves to be massive gray wolves with broad shoulders and hard-set jaws. This trend, however, peters out significantly, given the diversity of their tribe members. The visual marking of their tribe members are what truly helps them stand out.
The tribe observes a skin marking tradition originating from packs among 9th century Lechites, where Fenrir, lacking battle scars for their prowess, took to their Galliards, adorning them with glyphery. These Get chronicled their deeds for all to see, with both ashes rubbed into fresh wounds to make them clearly visible. In modern times, this has grown to represent multiple kinds of tattoos across numerous cultures, with the glyphs appearing in the negative spaces between the tattoos.
To quote the late Mother Larissa: “Covered in Blood is the natural state of a Fenrir.” In ceremony, a Fenrir is nearly always marked with blood in some way, from adornments of glyphs touting their latest deeds to bearing the bloodspatter of their fallen allies (and their enemies) so as to gift the sept’s lupus with their scent.
Tribe Patron
Fenris is himself one of the original 13 Garou of the First Pack before; the one who held strength and honor most dearly in his heart. He and his wolves waged war against the ancient Jotunn, deep in the mountainous Fjords of Norway. It was here he learned how to think before acting and listen before thinking. Beyond a Warrior, Fenris was a believer in sacrifice, whose tactics espouse his own personal participation in battles. His chiminages to Gaia were of great personal loss, but also strengthened his packs.
All Fenrir espouse these values, that nothing in this world that is worth having is merely given, but gained through personal sacrifice, be it time, task, or blood, expecting no quarter, and giving none.
Character Creation
A well-made Fenrir is a fighter first and a lover second. Physical prowess matters more to this tribe perhaps than any other. Dexterity, Brawl, and Melee are great investments, with Strength and Stamina coming in a close second. A stoic tribe places very little stock in Expression; a Fenrir simply speaks their mind. Where you can however, give them a little empathy. This helps them read through those hard exteriors.
When it comes to Gifts, Fenrir are known for their unshakable will. Willpower, that is, Resolve and Composure, are key to using most of their Gifts. For other Gifts, plan to invest equally in Intimidation and Primal-Urge.
Outlook
The philosophical foundation of a Fenrir is one grounded firmly in materialism. That is, a Get will seldom concern themselves with the affairs of their afterlife and will often consider the things they will leave behind when they go. A Fenrir hero is one whose communities venerate them, whose stories are told, and whose values are upheld as philosophies by the families affected positively by a Fenrir.
The journey to finding motivation to equiring considerable effort on behalf of these warriors to make such a legacy. But, once established, there is no hesitation, no fear, when they take up arms to protect those they love most. This is where the stalwart, unshakeable resolve the Get of Fenris are known for comes to the surface, leading to the bloody tales of glory and unfettered violence that hallmark their mythology.
Spirit Affinities
Bear, Champion, Fenris, Wolf
#world of darkness#werewolf: the apocalypse#werewolf the apocalypse#werewolves#wta#werewolf the essentials#werewolf#w5#get of fenris#fenrir#feral noesis#the cyber record#ask a storyteller#mundus#mundus artis
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What horror character trope are you?
the final girl
you survived even though the odds were stacked against you.. are stubborn, strong willed and absolutely feral. you've been through hell. now go take a shower and wash that blood off........ and get some therapy.
Tagged by: No one. Tagging: @alexis-venkman  @deciphertheriddler  @noetic-noesis-noein @draggeddowntothedark ​ (any muse) @arkhampsychiatrist (dying to see what Jon gets) and anyone who wants to do it.
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A Tiro's Orient to Buying a Tortoise
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