Difference between revisions of "Fenrir"
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Revision as of 00:04, 11 March 2014
Contents
Introduction
Though the time of the Vikings has passed, the glory days of the Fenrir are still in their prime. These powerful and foremost warriors amongst the tribe prosper in the medieval age, and in control of more caerns than ever before. It is the Fenrir's belief that they are the only hope for Gaia's survival. It may be a Silver Fang's lot to lead, and a Shadow Lord's lot to scheme, but it is a Fenrir's lot to do the work of Gaia; expand all regions where minions of the Wyrm, Weaver or other entities threaten Gaia. When they learn of a Wyrmish or otherwise infernal activity, they send a war party to right it. The Fenrir are not intimidated by anyone, even a Silver Fang, though they attempt to help before teaching the weaker brethren a lesson in allowing Gaia's enemies to gain power. The term "Get of Fenris" is a term started by the Fianna used to describe the migrant Fenrir. However, this is starting to become a badge of honor -- "it is better to be the least favored get of Fenris himself than the pampered prince-ling of a weaker totem."
History of the Tribe
Darkness falls, plagues scathing Europe, nations topple, tyrants rise and fall, and people starve. The nations of Scandinavia took it as a sign of unity; while those in Norway suffered from it, Sweden and Denmark prospered from it. Germany's strength grew in the guise of the corrupt Holy Roman Empire, Britain's people cast under the yoke of a ruling class of a different breed, while men began to look across the sea for better times and places. Perhaps worst of all, Great Fenris returned and was bound until Ragnarok.
For so it was that in a quest for an unholy and vile bastard named Wotan that Great Fenris returned to Earth. While a relief for the tribe, it was a source of constant arguing and fighting amongst them. The Great Mother had rewarded Fenris' courage and valor by raising him to the rank of Incarna, but to imagine him walking the earth... With Great Fenris' manifestation, it granted the tribe new powers in the battle against their enemies, brought a greater sense of unity that was never before seen, and cast aside the imposed shackles of nationality. After all, why should Garou heed borders of the humans? In the Garou Nation, there should be no borders within a tribe. Ever. Great Fenris told of his journey through the worlds, into a terrible place that beheld Wotan's dread castle. Wotan was not present, for he was slain by the Sons of Great Fenris; Great Fenris said further that Wotan had not been killed that day, even though his corpse was destroyed and remains scattered to the four winds. Wotan knew the powers of rising from the grave, which he had done. Upon legs rebuilt with sorcery, he decided to flee.
The first time upon crossing paths with the Fenrir, Wotan was not a direct thrall of the Wyrm. This time, Wotan had damned himself for the promise of more power, and woe to whomever opposed him. His skill bore the dark energy of the Wyrm, but the Wolf-Father was unafraid. He alone could destroy the creature that opposed him, and send Wotan back to Malfeas where he belonged. Great Fenris and his sons traveled the world, a vast army of Garou. So great was Fenris that the planet trembled under his feet and created entire valleys and river streams when he dug into the Earth. The crusade eventually found Wotan after a long and tedious journey. Any who ran alongside the Wolf Father would say it was worth it, and were taught many things. Deep in the Ural Mountains, at the site of Fenris' original caern, was found Glad-of-War, with an army of the dead and monsters from Beyond. Accompanied by the dark souls of Betrayers, Freke, and Gere, and many Black Spiral Dancers, and some corrupt Fenrir, and the formidable warrior Tyr -- this army was raised in hopes of giving Glad-of-War and Wotan a real chance against Fenris, and was almost correct.
The forces clashed, and rained over them like acid fires from the heavens. Great Fenris growled loudly at Wotan, making the mountains quake and grind, causing avalanches and landslides to crash around him. Wotan sat upon his mighty eight-footed beast of a steed named Sleipnir with a grin. Great Fenris picked up a boulder, throwing it at Wotan that he was completely desolated against the side of a mountain, blood and bone fragments everywhere. The companions of Wotan closed the trap, causing a sorcerous whirlwind that pulled the Wolf-Father to the other side of the Gauntlet. Those who could step sideways did so, seeing that Freke, Gere and Tyr had wound Great Fenris in a chain of silver. Once on the other side, they were attacked by a host of Banes, lost many warriors and eventually eradicated the army of Wotan. Freke and Gere were killed instantly. Tyr lay whimpering at the side of the Wolf-Father, one arm gone due to the struggle to chain Fenris and now in shame cried that he was controlled by Wotan's power, acting against his will, and now demanding his life be taken in punishment. Great Fenris refused, instead deeming that Tyr would live with the knowledge of his treachery, those that follow him paying the price of Tyr's folly. The damage had been done, however. The chain prevents Great Fenris from entering the physical world in his full glory, and prevented him from walking the Near Realms. The final battles of Ragnarok would be most likely be fought in the physical world and the Battleground Realm -- and because of this chain the Great Wolf can walk neither.
By the Middle Ages, the tribe is greatly united, brought together by the Binding of Fenris and Slaying of Wotan, casting aside the petty and insignificant differences based nationalities. Lupus of the tribe were relieved to discover this, and the unification of the tribe served to focus on more important things. Many fought as mercenaries or warbands, explorers still, and thrill-seeking adventurers whose common purpose is to root out the forces of the Wyrm.
Geography
Their kinfolk are some of the most widespread, their blood flowing between human and wolf in parts of England, into the hearts of the Holy Roman Empire, into the Arctic Circle, and Scandinavia. They expect the same strength and bravery from their kin as they do from themselves, most human kinfolk being brave warriors and sailors, able to perhaps tell a tale as well as the Fianna. Wolf kin are likewise strong and fierce. The main concentrations of Fenrir are found in the Black Forest. Their caerns are held across the rest of Europe, even the British Isles have a sizable population of Saxon Fenrir.
Totems
Fenris: Long before the world needed Garou, Great Fenris ran free in the world, basking in the glorified bounty of Gaia's presence. With the coming of the Weaver's insanity and the Wyrm's self-destruction, Fenris' duties became that of a savage warrior bent on protecting Gaia from the harmful machinations of both Weaver and Wyrm. He sired with Her the Fenrir, spirits of savagery bound in bodies of flesh to eradicate any and all threats to their mother Gaia. Fenris is not interested in protecting the weak, healing the sick, or righting the wrongs done by man. He doesn't care about humans, wolves, any being on the surface of the world or in the world of spirit. His sole existence is to tear the Wyrm's evil from the world, to keep Gaia safe from its maddened thrashings in the Weaver's Web. Fenris doesn't care about us except in the most distant possible sense, not interested in our own personal problems. If you are strong enough to fight for the safety of the world, he will grant us power, guidance, and resolve. If you are weak, he won't care and will cast you aside as you can't help him in his quest.
Fenris' Brood: The spirits of Fenris' brood understand that the children of Fenris do not want to die, but are willing to sacrifice all in service of Fenris and Gaia. Surtur: Hulking great giants of fire whose sole existence is to fuel the rages of the Fenrir to ensure they do not fall into complacency before Ragnarok comes. Spirit of war. Norns: Known as the Fates by some, the Furies by others. These are spirits of wisdom, held in the highest regard. Hrafn: Spirits of cunning, dressed as ravens and speaking to the Rotagar in preference to all others. It is in this manner that the new moons gain the insight used to torment us into being better fighters. Cuckoo: Amusing spirits whom Fenris has chosen to guard, because he was amused by their antics. They are spirits of cunning, preferred over the Hrafn for reliability despite getting more mileage from the Hrafn. Sturms: Spirits of war who jealously guard secrets and use their power to test Fenrir who become overconfident.
Auspice Roles
Your role will be determined by your relationship to one of the most important spirits in all of creation -- Luna. The face She shines upon you during your birth will thus influence your entire life.
New Moon -- Rotagar (Ragabash)
Most tribes have it that the Ragabash are to question, challenge and incite. It is true to some extent amongst the Fenrir, they are more often honored for their new thinking, their tactics of revolutionary proportions, and unadulterated sneakiness when it comes to battling minions of the Wyrm. Many find such tactics dishonorable, but Great Fenris has made it clear that you are to tolerate such notions as long as they further the struggle against the Wyrm. The Rotagar are valuable for cleverness, learning how to question our ways without blatantly disrespecting the rule. When preparing for a fight, they ask us why, how it serves Gaia and Fenris, make us think about whether or not there is a genuine need to fight, or if there may be a better way. They challenge the way we choose to fight, and make us question tactics. The Rotagar help us to fight smarter instead of harder, reducing casualties in the battles we choose, which is better for all of us in the long run.
Crescent Moon -- Godi (Theurge)
The mystics of the tribe. The ones that serve as the link to the Spirit world, to Fenris, and to the world of spirit. They are more often schooled in spiritual and arcane studies than on physical aspects, though they are forced to become formidable fighters in their own right. The spirits that they speak with are unforgiving when it comes to weakness. Various Godi have been known to perform various self-mutilation acts, and combat minions of the Wyrm to gain the favor of a particular spirit to aid in their quest.
Half Moon -- Forseti (Philodox)
Remembering every law, every norm, every tradition that the Fenrir believe to be sacred. Garou may be content to be peace keepers and lawmakers, but the Forseti are more than that. They judge. They hold traditions sacred, but what is more important is they ponder long and hard about actions and words in every situation before making a judgment, of which they are unafraid to pass. The Skalds may provide inspiration, but it is the Forseti who chasten and remind us of ourselves.
Gibbous Moon -- Skald (Galliard)
The Skald is, in many ways, even more the epitome of Great Fenris' strength than are the Modi. They fight like demons when needed, yet are capable of laughter, song, and love without surrendering. The Forseti remind us of the why we are the way we are, and the Skalds remind us of who we are, why things are the way they are, and why these things are important. They are the keepers of legends of the past, heroes of the future, and of the great struggles in past and present that plague us. They use whatever is the source of their inspiration to fuel their rage at the destruction of Gaia's firmament. They give us strength to continue when the world's gone to hell; they give voice to the indignation and rising fury in the face of tragedy. The Skalds inspire by example as well as in principle, unlike bards of other tribes. For example, the Skalds will go out and rip the heart from the Wyrm as opposed to merely telling the tale.
Full Moon -- Modi (Ahroun)
Said to be the greatest warriors in the world, most certainly of our tribe. The Modi are the rage-given form of Gaia herself, the voice of anger, hate, and fury. They are our masters and leaders, last to leave the combat and first to join it. Their courage and commitment to Gaia and the Garou cannot be faulted at all. While the other auspices perform functions within the tribe -- arcana, inspiration, questioning, and inspiration --- the Modi have but one task. They must fight the Wyrm, and lead others into the fray with full force.
Opinions
These are some things to remember, lessons handed down by The Great Wolf Father. The Garou Litany: This serves as the foundation of the Garou Nation, not something to be taken lightly. Every Garou that serves Gaia has, in theory, agreed to follow these tenets. Your hide will be forfeit if you fail to learn, so pay attention.
Garou Shall Not Mate With Garou: We are beings of spirit, wolf, and human: a balance that must be maintained at all times. To be born of Garou is a violation of the role Gaia has ordained, and failing to adhere to this rule will have consequences: yours and whomever you lay with. Metis born of such a union are given the same chance as anyone else to prove themselves, and as a result of their parents' folly have made them fierce fighters. If you and another are found guilty of violating this law, you are forced to raise the child, teach about the greatness of Fenrir society and instill a desire to rise above the circumstances of their birth. You and your lover will both be shunned by all in the tribe while your progeny is given the chance to redeem your carelessness.
Combat the Wyrm Wherever it Dwells and Wherever it Breeds: This part of the Litany is why the tribe of Fenrir exists. The Great Wolf created us to protect Gaia, and so we shall. Fight the Wyrm everywhere, and never surrender to it.
Respect the Territory of Another: It is in our nature to eradicate those who threaten Gaia, even if doing so means we have to step outside the bounds of our authority. We don't have the time to be nice and friendly when we're fighting the Wyrm. We should attempt to be respectful of other Garou when possible. We don't want to be fighting other Garou, or other Fera, when a simple howl of greeting can save many headaches.
Accept an Honorable Surrender: The Fenrir are the proudest, fiercest, most disciplined warriors in the world, and it is difficult to accept the capitulation of an enemy in combat. When the opponent is a Garou much like us, or is another Fera, we have to keep in mind we are all of Gaia. We can't simply kill other champions of Her cause because they had the stupid idea to challenge us in battle. They're foolish, yes. They are still Her servitors, and should be treated accordingly. If an opponent surrenders in good faith, it must be honored.
Submission to Those of Higher Station: Semblance of order in septs and packs, as befits a martial society. Listen to the words of elders, do not oppose without a very good, extraordinary reason. Punishment for failing to do this is harsh, and you won't be able to count on your pack for help. In our tribe, we ruthlessly punish anyone proven guilty of insubordination. Disobeying orders endangers everyone.
The First Share of The Kill for the Greatest In Station: To the wolves, the reasoning is simple. The leader must be strong and capable and therefore receives the greatest portion of the spoils to maintain strength. Amongst homids, the reasoning is more about greed an possession. In any case, in a Fenrir pack it is largely about ceremony. Any Wyrm things are not automatically eaten, and anything valuable is given to whomever amongst the pack that can make the best use out of the item in our battle against the Wyrm. Those of lower ranks must still honor the law, and trust that their elders will partition wisely. Fairness is not something to expect.
Ye Shall Not Eat The Flesh Of Humans: Wolves don't eat man. Man has cultural issues with cannibalism. This should be common sense, but don't eat humans.
Respect Those Beneath Ye -- All are of Gaia: Just because we're Gaia's greatest warriors doesn't mean that we're incapable of showing respect to the other tribes. True that they are weaker, but we defend Gaia not for our sake. For theirs. We defend Gaia so they have a future. Show restraint, wisdom, compassion, and respect.
The Veil Shall Not Be Lifted: Don't do it. We're here to protect the humans. Our existence must be kept a secret, or we'll all be hunted down and killed.
Do Not Suffer Thy People to Tend Thy Sickness: Most of us die in glorious combat against the Wyrm. Few of us live to see old age. We are not at all eager to kill our own kin or pack mates, but at the same time if you cannot fulfill your place in our war, you have no further value. Those who become ill or infirm yet still can contribute to the tribe must be allowed to do so to the best of their ability until they have the honor to die in battle like the others of our tribe.
The Leader May Be Challenged at Any Time During Peace: Most other tribes don't have an enforcement to this rule because they're lazy or lax. That place is at moots, normally. Still, it is your job and duty to challenge weak, foolish, or otherwise ill-suited leaders. Unfit leaders are of a danger to themselves, the Garou who serve under them, their allies, and ultimately to Gaia Herself.
The Leader May Not Be Challenged During Wartime: This cannot be broken at all. You can never challenge your leader during battle, save for total and utter incompetence. If your leader is stupid enough to violate the Litany in a gross fashion, or taking actions to further the cause of the Wyrm, then he should be killed and you should take command.
Ye Shall Take No Action That Causes A Caern to Be Violated: Ever wonder why the Warders of the Caern are so strict? Because our caerns are powerful and few in number, so preserving them is essential. For obvious reasons, we don't want the Wyrm to defile them. This law tells more than that, telling us to be careful about fetishes and artifacts, about corrupt humans and wolves, battles brought to our door step. Keep Wyrmspawn out. Do not bring the trophies of your kills to the caern, as it can be defiled without your knowledge. A good Theurge can tell you if a thing will violate a caern, so it shouldn't be problematic if you check.
Other Garou
Black Furies: They fight well, but don't understand the complexities of the world. In time, they will be back to suckling the cubs of the great warriors; where they should be to begin with.
Bone Gnawers: Scavengers less than scum that should be culled from our numbers. The few worthies they have should forsake the Gnawers and swear allegiance to true tribes.
Children of Gaia: These weaklings are indeed fools who try solving things through peace instead of trusting Gaia to take her path. Treat them as ignorant, since they don't show knowledge.
Fianna: When they have rage flowing in their veins, they are strong fighters. If they weren't a bunch of singing, drunken, dancing idiots, we could respect them. It was their fault the White Howlers fell.
Red Talons: We respect their strength in challenging us for the forests. Shadow Lords: These Leech-loving cowards use deception in the stead of what strength is true. Songs of glory do not exist from an alliance with Shadow Lords.
Silent Striders: Prey, not predator who let others take their territory from them.
Silver Fangs: They are the greatest of tribes, containing our lords and leaders. Per our Father's will, we test and challenge them. When commanded, we follow them, and we shall show them who the greatest tribe of Gaia’s warriors is.
Warders of Man: Miserable dogs who sit beside man's table and beg for scraps. Their use in Gaia's plan: their furs make good bedding in the winters.
Fera
Ananasi: Spiders are freakish creatures who drink blood and prey on humans just need to be hunted down and killed. War of Rage was a bad idea, but this thing should be avoided and kill it if it interferes with your duties. It will be of no great loss to Gaia.
Bastet: Complex, moody, fearsome, secretive, and generally useless when you need them like any other cat. Some Garou packs find them useful, but we don't know why.
Corax: Fenris' children often chose to look the other way rather than attack their Corax allies. The alliance is somewhat tenuous, as the were ravens are unwilling to directly offer advice in situations that haven't become completely desperate. They're good talkers, pry into everyone's business, blab about gossip and irritate people until told to shut up. And maybe even then, they'd probably keep talking.
Gurahl: We need them, desperately as they are Gaia's healers. They protect the land around them, bring solace to the wounded. Their passing is what convinced us that persecuting the other Fera was wrong. It's good some are alive though.
Ratkin: What do you get if you cross a mangy Bone Gnawer and a backstabbing Shadow Lord, wrapping it up in a scrawny and diseased little package with no regard for any one person or any one object? A Ratkin. Avoid if at all possible.
Other Groups
Kinfolk: Incalculable value. The future. The strength of Gaia's will made manifest. They are the separate halves of our identity, combined with a shard of spirit to make us who we are.
Vampires: Infesting the human cities with their vile touch and bending the human masses to their will. The Warders will try to play by "their rules" and will probably fail miserably. Don't give quarter to these critters, ever. They are the enemies of Garou, of Gaia, of everything living in this world. Destroy them completely, and always remind them that for all their powers there are still things that can make them regret being born.
Mages: These warlocks are not born corrupt, and they can serve the ends of Gaia. They are part spirit, and they are a diverse lot. Some of them should perhaps rot in hell. Humans should not be wielding the power that the Mages contain within them -- that is only for the servants of Gaia.
Wraith: Don't mess with the dead. You encounter one, it's for a reason. Drop whatever you've got and make it right so the honored dead can rest. This is an exception to the "Fenrir don't care much about things outside the tribe" rule. Some ghosts come from folk who deserved death, and who don't deserve peace. Just make sure the dead stay dead. The ones who animate physical bodies need to be destroyed, for they're just as bad as the vampires.
Fae: Their relationship with the Fae is volatile. British Get find local fae dislike their presence and would be happier if the Saxons were driven from the Isles. The Nordic Fenrir have stood both with and against the earth-born trolls in combat, and few Fenrir can tell the difference between an earth-troll and Wyrm-troll at first glance. Hasty first impressions have sparked long blood feuds. They associate more with the Fianna, and are the source of much mischief. They're not numerous or dangerous enough for us to care. Perhaps it's due to the fact they've always known not to fuck with us. In any case, they're not our problem. Kill them if they're an annoyance, but otherwise ignore them.
Other Resources
Get of Fenris Revised Tribebook
Werewolf Dark Ages