#get of fenris
Explore tagged Tumblr posts
Text








Been getting into Werewolf: The Apocalypse recently so the first thing one ought to do is port some of your favorite OCs from one system into the other for funsies. From top to bottom: Genesis (he/they): Usually a Tzimisce on Cathari, now reimagined as a Black Spiral Dancer Theurge. Just like his main version he's still Gilead's son cause in this house we love family drama. Eden (she/they): My fiancé's Tzimisce and Genesis' Childe/Lover, reimagined into a Black Spiral Dancer Ragabash. Gilead (he/him): Big Tzimisce Voivode man and Genesis' and Kalina's dad, reimagined into a Shadow Lord Philodox. Kalina (she/her): My fiancé's Tzimisce and Gilead's daughter, reimagined into a Shadow Lord Ahroun. Tess (she/her): My precious daughter with all the trauma, usually a Gangrel, now reimagined into a Black Fury Ahroun. Yes, with even more trauma. Luboš (he/him): Tess' grandsire, now turned into her grampa as a Get of Fenris Ahroun. Gramps is a menace, as always. Rio (she/her): Typically a deranged Warrior Setite, now an even more unhinged Get of Fenris Ahroun. And last but not least, Darcy (any), who's usually a Ravnos but now gets to flap her wings as a Corax. Expect more Werewolf stuff as the brainwyrms consume what little sanity I got left.
#art#vampire#vampire the masquerade#vtm#oc#tzimisce#my art#oc art#monster#sabbat#setite#gangrel#black furies#get of fenris#shadow lords#corax#garou#black spiral dancers#werewolf the apocalypse#wod#world of darkness#wta#furry
65 notes
·
View notes
Text
Decided to post this here since I spent so much time on it.
Werewolf side charas for my wod world set in germany :3. This is the Get of Fenris (I turned their symbol around because I don't like the canon one)
Click for better view
GW
40 notes
·
View notes
Note
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
54 notes
·
View notes
Text
SHARKBAIT / "jumps-the-raging-jaws"
Adren (Rank 3) Get of Fenris Ragabash. Humanborn, but nobody knows much about that. That's the way she likes it, you know?
She fought a Rokea during the first change, and nothing has been able to one up the deed name, so there's that.
In Chronicles, she's an Iron Master Rahu.
#red draws#world of darkness#owod#old world of darkness#werewolf#werewolf the apocalypse#chronicles of darkness#get of fenris#fenrir#w5#w5e
16 notes
·
View notes
Text
Intro the Werewolf: the Apocalypse lore
Werewolf: the Apocalypse is a tabletop roleplaying game that is part of the Old World of Darkness franchise. OWoD is a series of TTRPGs that share a setting, but can be played independently of each other. It is a dark urban fantasy setting like the real world, but worse: with monsters thriving in the shadows. Werewolf is a game about duality, rage, and the struggle to protect what is precious against all odds. This post is intended to be an introduction to the lore for someone wanting to get into the setting.
Something to note is the history of the game. In their original run, all the OWoD games were building up to an apocalypse. In 2001, the apocalypse happened, with all the games getting supplements to let players roleplay the end of the world. The franchise was then discontinued to make way for the New World of Darkness. Then in 2011, the games were brought back for a 20th anniversary edition, which assumed that the apocalypse didn't happen. Now there's a 5th edition, which had radically changed large parts of the lore. For the purposes of this post, I will discuss both versions of the lore.
In the world of spirits, known to shapeshifters as the Umbra, three spirits reign supreme: the Wyld, the Weaver, and the Wyrm. The Wyld represents creation, nature, and chaos. It creates raw, unfiltered, and chaotic reality. The Weaver represents stasis and order. It takes the chaos the Wyld creates and orders it into the Pattern Web of reality. FInally, the Wyrm represents entropy and destruction. It destroys the Weavers ordered reality, breaking it down to its raw components so the Wyld can create anew. When the Triat, as they are known, are in balance, the universe is in harmony. Unfortunately, the Triat is not in balance. The Weaver was driven mad by despair over the Wyrm constantly destroying its perfect order. Thus it imprisoned the Wyrm within the Pattern Web. This drove the Wyrm insane, changing from its original purpose into a spirit of corruption and destruction that is actively trying to destroy reality in an attempt to escape from its prison. The great spirit of Earth, Gaia, sensed the threat and (in collaboration with other powerful spirits) created the shapeshifters to oppose it. Known as the Fera or Changing Breeds, they were simultaneously beings of spirit and flesh, human and animal. Part of many worlds but not truly at home in any of them. Each Fera species was given a different task with the intention that they would work together to defend Gaia. That is not what happened. Instead, the werewolves ended up going to war with the other Fera, a terrible conflict known as the War of Rage that drove many Fera to extinction and the rest to near-extinction. The werewolves are now the most common of the Fera and are pariahs amongst the Changing Breeds. They still want to protect Gaia, but can't agree on how to do it. Meanwhile, the Wyrm has extended its influence and gained such a foothold that it seems like the Apocalypse is a matter of when instead of if. This changes in 5e. The Apocalypse already happened and Gaia is dead, or at least on her last legs. The Wyrm's victory is all but assured and the werewolves are unsure what to do in this new world.
Werewolves call themselves Garou and they are born, not made and they can be born as a human or a wolf. The way you become a werewolf changed in 5th edition. Prior to 5e, lycanthropy was an inherited trait. Both humans and wolves could be born as Kinfolk and would pass that trait to their offspring. Occasionally, a child of a Kinfolk would be born with the ability to become a Garou. However, a Garou must always be born from Kinfolk or a Garou and a Kinfolk. If two Garou mate, the child will be a deformed Garou called a Metis. Metis are not inherently evil, but they endure a lot of prejudice and many are driven to the Wyrm out of rejection. In 5th edition, Kinfolk and Metis don't exist and nobody knows why some people or wolves are born as Garou. A new Garou will be indistinguishable from a Kinfolk or normal person/wolf until they undergo their first change. This is not linked to the moon, but is usually caused by some kind of traumatic event. Garou change at will and have five forms that form a spectrum. On one end of the spectrum is the Homid form, a normal human. On the other is the Lupus form, a normal wolf. The Glabro form is human but with a bit of wolf. A Garou in this form is larger, stronger, and hairier than their Homid form, with fangs and claws. On the other end of the spectrum from Glabro is Hispo. This form is a wolf the size of a small horse. In the middle, the harmony of wolf and human is the Crinos form. Resembling a huge, bipedal wolf, Crinos is a form meant for one thing only: destroying enemies with overwhelming force. A Garou in Crinos is a barely-restrained wellspring of rage that, at any moment, could snap and enter a frenzy that won't stop until they have slaughtered everything nearby. No Garou enters Crinos lightly. When a non-Kinfolk human sees a Garou in Crinos, they are affected by Delirium, a state of primal fear that drives them into a full fight-or-flight response. Should the human survive the experience, Delirium ensures they will forget about it or rationalize it away. Delerium is the result of the Impergium, a past state where Garou ruled over humans and would brutally cull them. Though the Impergium has been dissolved for millennia, the collective trauma inflicted on humanity was enough to survive as a genetic memory that triggers Delirium.
All Garou are heavily linked to the moon. Luna, spirit of the moon, collaborated with Gaia to make the Garou, and her blessings were gifted to them. However, with those blessings came weaknesses. Such is the way of spirits. All Garou are highly vulnerable to wounds caused by silver, unless they are in their Homid or Lupus forms. All Garou also have an innate rage within them. This rage is weakest in Homid or Lupus form and overwhelmingly powerful in Crinos. This rage is both a blessing and a curse. Anger is certainly a powerful motivator for action, but rage alone cannot make for lasting positive change. A werewolf can certainly get pissed off and go slaughter a crew of miners polluting a river, but that's only a short term solution. The executives who ordered the mining aren't affected, they'll just send more people with more equipment that will damage the environment somewhere else when it is being made. This is ultimately one of the big reasons the Garou failed. They are great at destroying immediate threats, but terrible at building the kind of long-term, systemic changes that would really be able to solve problems and protect the world. While Garou transformations are not linked to the phases of the moon, they are still important. Every Garou has an Auspice, a role they are intended to fulfill in Garou society. This is determined by the phase of them moon when they are born (pre-5e) or experience their first change (5e). The number of Garou in each Auspice is roughly equal. Many Garou view the Auspice as a duty from Luna and think that even if an individual's personality and talents don't fit their Auspice, it is still the path they need to follow to fulfill their purpose. The Auspices are:
Ragabash: Auspice of the new moon. The Ragabash are tricksters and provokers given the duty to question traditions to ensure only the best bits are kept. Their pranks are supposed to teach important lesson and make people question their assumptions. Unfortunately, many Ragabash just act like assholes whose pranks have no meaning, giving them a bad name.
Theurge: Auspice of the crescent moon. Theurges are mystics and scholars who delve deep into the lore of spirits and the Umbra. Their job is to find out the information needed to fight the Wyrm and act as mediators between Garou and spirits. Theurges have a reputation for getting lost in their work and their packmates often have to drag them back to reality.
Philodox: Auspice of the half moon. The Philodox are mediators and counselors for the Garou. They are supposed to be neutral judges who resolve conflicts and act as diplomats between packs. Their traits make them natural leaders, though many are suspicious of them and accuse them of playing politics.
Galliard: Auspice of the gibbous moon. The Galliard are bards and lorekeepers. They are supposed to be the ones who inspire other Garou to greatness and who keep the histories and secrets of the Garou in the form of stories and songs. Many do not trust them, believing they will twist the histories to get a better story.
Ahroun: Auspice of the full moon. The Ahroun are warriors among warriors. They are the ones who are first to charge into the fray and the last to retreat. Amongst the auspices, their rage is the most potent and as such, they are always ready to charge into battle and quick to condemn those who urge caution as cowards. Tempering their rage can be a full-time job for their packmates.
Prior to 5th edition, the Garou were organized into a society called the Garou Nation. In 5th edition, the Garou Nation has collapsed due to the death of Gaia. The Nation was always a very loose and fractured organization, even when a king was ruling it. The laws of the Garou Nation are the Litany, inch includes such commands as fight the Wyrm, respect territory, respect your position in the pack, keep humans ignorant of the existence of the Garou, and so on. The Nation is a distant organization to many Garou. Instead, their societies consolidate into localized groups called Septs. The Sept has an innate hierarchy (though any Garou may challenge their leaders during a time of peace) and often consist of Garou from many Tribes living and working together. Garou who join together through bons of friendship or shared goals are called packs. There usually many packs that make up a Sept. Septs are almost always focused around sacred spaces called Caerns. Caerns are natural conduits between the physical world and the Umbra through which Garou can gather spiritual power and heal themselves. Caerns are of vital importance to Garou, who will protect them with their lives. The majority of Garou are members of a Tribe. The Tribes are the most important groups of Garou, combination political parties and social groups united by common cause and ideology. The vast majority of Garou are members of a tribe, though tribeless Garou exist, by choice and exile. Membership in a tribe is a personal choice one makes based on their beliefs and goals. Tribal membership can be changed, though it is rare to do so. Each tribe has a powerful patron spirit that grants boons, but these come with a Ban, a behavior the totem forbids in its followers.
Many of the Tribes were vastly revised in 5th edition, with some being dropped entirely some new ones others being introduced. Pre-5e, the Tribes all originated in a particular culture and carry traits of that culture even though they have expanded well beyond their places of origin. A big part of the 5e changes removed those cultural bases, apparently to remove stereotypical and possibly offensive elements. I will cover both versions of the tribes.
The Black Furies burn with righteous anger and a desire for justice They were one of the tribes that changed radically in 5th edition. Prior to 5e, they exclusively consisted of women. They believe that patriarchy is a tool of the Wyrm and rail against oppression. To them, femininity is divine and any from of discrimination must be destroyed with great prejudice. Unfortunately, it is not uncommon for Black Furies to become so extreme they become the abusers, oppressing and abusing men out of a misplaced sense of revenge and supremacy. The more moderate members of the tribe try to push back against such thing, but even among them, the idea of protecting a man is seen as wrong. They originated in Greece and had a strong amazon aesthetic. Their totem is Pegasus, who carries women on his back. The 5th edition version of the Black Furies dropped the women only aspect and instead became a Tribe who oppose any form of systemic oppression and social injustice, viewing them as tools of the Wyrm. One Black Fury could be a patient activist while another is a vigilante hunting down and killing abusers. Naturally, the Black Furies all have their own ideas of what is injustice and they will argue heavily over which disadvantaged group actually needs help or what actually counts as oppression. Their totem is Gorgon, a spirit who was abused in the past and now refuses to let injustice stand. Her Ban punishes any Black Fury who sees an injustice and does not take action to correct it.
The Bone Gnawers are scavengers and outcasts who know that there is great power in being beneath notice. They originated as a group of exiles and outcasts from the other Tribes who bonded together for safety and power. Now, the Bone Gnawers make their homes amongst the lowest classes of humans: the poor, the servants, the homeless, and the forgotten. They take pride in being the underdogs and have a strong sense of unity with other disadvantaged people. They are also highly pragmatic, spurning many of the more outdated Garou traditions and being far more democratic than most Tribes. The Bone Gnawers are one of the two tribes most comfortable living amongst humans and are masters of urban warfare. Their patron spirit is Rat, a spirit of cunning who takes what others overlook and turns it to his advantage. His Ban forbids passing up an opportunity to give the disadvantaged a boost. The Bone Gnawers are mostly unchanged in 5e.
The Children of Gaia are the mediators and pacifists of the Garou. They believe that peace is the ultimate goal to be sought and espouse nonviolence and cooperation whenever possible. While most Garou embrace their rage, the Children of Gaia believe it is a tool that should only be released when absolutely necessary. Thus, they repress their violent urges. When a Child of Gaia does give into their rage, it is said to be all the more terrible for being repressed. While believing in peace, the Children of Gaia are not so foolish as to refuse all violence. They know fully well that sometimes a fight is necessary and thus train in marital arts so that when they do battle, they can finish the fight quickly. Amongst other Garou, the Children act as mediators, diplomats, and peacemakers. They also seek out the secrets of Gaia in the natural world, believing that doing so helps them learn how best to save her. Their patron spirit is Unicorn, a spirit of mysteries and peace that must always be sought out. Their Ban forbids lying for personal gain. In 5e, the Children of Gaia have their role of seeking out Gaia's secrets expanded upon. They also vehemently refuse to believe Gaia is dead and are trying to save her.
The Fianna are passionate warriors and defenders of their homes. Originating amongst the Celtic tribes and unified by the expansion of the Roman state. Though they see Ireland as their homeland, they have expanded across the world. They are the most extroverted of the Garou, friendly and passionate. The Fianna are famous for their love of parties and festivals, which are always raucous and open to all allies. Of the Tribes, the Fianna are the most likely to be willing to interact with other types of supernatural beings. Indeed, they claim that they were allied with fairies in ancient times and may even be descended from a powerful fairy. They are also known as hopeless romantics who fall in love at the drop of a hat. The Fianna also famed for their belief in defending their homes and Caerns at all costs and in the practice of hospitality and the right of guests. Their patron is Stag, a wild and virile embodiment of the power of nature. His Ban requires the Fianna to help fairies and changelings. The Fianna do not exist in 5e.
In 5e, the Fianna are replaced with the Hart Wardens. They are fiercely dedicated to protecting their homes and kin from danger. Because of this, they are often charged to protect Caerns. Hart Wardens also practice a form of sacred hospitality. Guests to their lands can expect protection as long as they follow the rules. Those who try to defile their lands will be punished. The Hart Wardens practice an oral tradition of using stories and performances to remember history. They encourage people to go find new purposes and treat the world as a bounty to be protected and shared. The Hart Wardens are somewhat less traditionalistic than many Garou. They often meld historical garb and traditions with new ideas. Their totem is Stag, who is mostly unchanged. His Ban is changed to prohibiting a Hart Warden allowing someone under their hospitality to be harmed.
The Galestalkers were introduced in 5e. Of all the Garou, they are the most predatory, being focused on hunting. To them, the hunt is a sacred act that is the epitome of what it it means to be Garou. They are always on the lookout for prey and pay close attention to whatever is around them. Many Galestalkers will pick a territory and intensely monitor and explore it, knowing every detail so they can masterfully hunt prey. While they are respected by the other Garou, many find them distant and unnerving. If you absolutely need an enemy slain, pointing the Galestalkers at it as a good way to do so. However, the Galestalkers often run into the problem of there being far too many enemies, making it hard to choose which ones are the priority. Their totem is the North Wind, a spirit of power, endurance, and patience. Its Ban requires the Galestalkers to partake in a fresh kill every day, though it doesn't have to be their kill.
The Get of Fenris changed as of 5e. Prior to 5e, they were mighty warriors prizing conflict and personal strength above all. Descended from Nordic cultures and still practicing the old ways, the Get were among the finest warriors of the Garou nation, but were also famously prideful and hard to get along with. They respected strength over everything else and often considered all the other Tribes to be weaker and therefore less deserving of respect. Infamously, many had an obsession with purity that led to a large portion of the Tribe siding with the Nazis during World War II. This led to a purge orchestrated by the rest of the Tribe and a reevaluation of values. In 5e, the Get have been changed to the Cult of Fenris. The whole Tribe is caught in a state of collective Hauglosk, a state where a Garou is controlled by their rage and becomes obsessed with destroying anything seen as even a slight threat. The Cult are now obsessed with purity, seeing all other Garou as being impure because they do not dedicate every second of their lives to violently purging the influence of the Wyrm. And those who don't oppose the Wyrm in everything might as well be its agents. Its indicated that the Tribe falling to Hauglosk and leaving the Garou Nation was the main cause for its dissolution. Prior to 5e, their patron spirit was Fenris, but in 5e it was changed to Wolf. In both cases, he is a powerful and unrelenting warrior. Fenris's Ban prohibits the Get from passing up a chance for a worthy fight. Wolf's Ban isn't stated.
The Glass Walkers are the wolves of the cities. Most Tribes prefer life in nature and are uninterested in or hostile to human society and technology. The Glass Walkers embrace technology and civilization and are very fond of humans, viewing their creativity as admirable. Thus, they live amongst humans, placing themselves positions of power like politics and business. They also tend to act as scientists and engineers. Many other Garou distrust the Glass Walkers, seeing them as fools or even servants of the Weaver. The Glass Walkers also defended humans during the Impergium and have never been forgiven for being in the right about that. While all Garou deal with spirits, most prefer to commune with spirits of nature. The Glass Walkers know that there is great power in spirits of technology and concrete and they are best as exploiting these resources. And as much as the other Garou may dismiss them, there are none better than the Glass Walkers at spotting the influence of the Wyrm in cities or bringing modern weaponry to the fight. Not much has changed as of 5e. Prior to 5e, their totem was Cockroach, a spirit of survival who has come to thrive in cities. His Ban was that Glass Walkers could not kill cockroaches. In the transition to 5e, Cockroach fell to the Wyrm ad had to be put down by the Tribe. They then chose Spider as a new patron. Spider is also good at surviving in cities and encourages development and long-term planning over raging and destruction. Its Ban prohibits the Glass Walkers from destroying complex technology.
The Red Talons are the antithesis of the Glass Walkers. They despise humanity, viewing humans as the cause of all the world's problems. To them, the Impergium is not a mistake to be learned from but a failure because humans weren't exterminated. Most Garou view killing innocent humans as a breach of the Litany. The Red Talons are disgusted by the very idea that a human could be innocent. Naturally, they only allow wolf-born Garou to join, as well as the occasional Metis. The loss of so much of the wild wolf population to human activity has drastically cut down on the number of potential members and made the Red Talons even more extreme in their hatred. A common belief amongst the Red Talons is that it is the Weaver not the Wyrm who is the imbalanced part of the Triat and that all the other Garou are making her victory easier by focusing on the wrong thing. Some even use Wyrmish rituals in their battle with the Weaver. The Red Talons are mostly the same in 5e, but they do accept human-born members due to wolf populations being too low to sustain them. Their patron spirit is Griffin, a wild and free predator who despises the encroachment of human civilization onto nature and the damage it causes to ecosystems. His Ban forbids the use of human technology unless it is used to destroy other technology.
The Shadow Lords are cunning and underhanded manipulators and politicians willing to do whatever it takes in the fight against the Wyrm. They believe that raw power is not enough to win and so they place themselves is positions of power and use that power to gather resources, gain intelligence, and manipulate allies and enemies alike into the right position for the Shadow Lord's plans. They tend not to rule outright, instead preferring to act as shadow rulers, advisors, and the power behind the throne. To the Shadow Lords, physical combat is a measure of last resort and they are one of the least martially inclined Tribes. Most other Tribes view the Shadow Lords with a measure of suspicion and disrespect, seeing them as dishonorable tricksters and cowards. The Shadow Lords are fine with this. Being underestimated is a powerful tool and they will happily do the things that need to be done but that other Garou would find too dishonorable or horrible to do themselves. Their totem is Grandfather Thunder (renamed to Thunder in 5e), a powerful and fearsome spirit who demands respect and courage. His Ban requires the Shadow Lords to pay others no more deference or respect than they have earned.
The Silent Striders are nomads forced ever to wander. They originated in Egypt and joined an alliance of other supernatural creatures called the Osirian League to battle the incredibly powerful and malevolent vampire Set. In turn, Set cursed the Silent Striders, banishing them from Egypt and scattering them across the world. Unable to return to their homeland, the Striders have become nomads, travelling the world and the Umbra alike to learn secrets and share them as they travel. Not all Silent Striders cross continents, some are more than satisfied cycling between a few cities. However, they never stay in the same place for long. This makes if hard for the other Tribes to get along with them. Garou are social creatures that naturally trust their pack and distrust outsiders. This poses a problem for the Silent Striders, who are outsiders by necessity. While any Sept would welcome the new knowledge the Striders bring, they also distrust the Striders for learning their secrets and taking them along to spread to others. More than any other Tribe, the Silent Striders delve into knowledge of ghosts and the underworld due to believing that the way to break their curse lies there. 5e leaves the Silent Striders mostly unchanged, but state that their curse was caused by an unknown spirit or being of the underworld rather than Set. Their patron spirit is Owl, a spirit of stealth and wisdom with ties to the underworld. Prior to 5e, his Ban required the Silent Striders to disable rodents and leave them for his kin to eat. In 5e his Ban requires the Silent Striders to ritually commemorate any deaths they witness or participate in.
The Silver Fangs are the alphas of the Garou, born leaders that are confident in their power to rule over other Garou. Legend says that Gaia herself appointed the white-furred Garou as the leaders and the SIlver Fangs still bear ivory pelts to this day. According to another story not shared outside of the Tribe, Luna demanded that each Silver Fang king only rule for seven years. When one tried to get around this rule by pledging himself to another spirit, Luna cursed all Silver Fangs, ensuring that any who tried to rule past their allotted seven years would be stricken with madness. The Silver Fangs recruit from royal blood, favoring several lineages with family members who have historically been European royalty. Their characteristic white fur is inherited by these lines. However, centuries of royalty mixing with commoners means that new Silver Fangs may be born of seemingly common Kinfolk. Historically, a Silver Fang has been placed as the king of the Garou Nation. They believe in a sense of noblesse oblige, where those who have power are obligated to do right by their subjects. Just as with human rulers, how much any individual follows this code varies considerably. Many Silver Fangs believe that they know best and everything would be better if everybody else just did what they said. In 5e, the removal of Kinfolk means that Silver Fangs no longer exclusively recruit from noble families and the white fur is a grift by their patron spirit. The collapse of the Garou Nation has cost them a lot of power and many seek to rebuild it. Their totem is Falcon, a spirit of nobility who leads by example. Its Ban forbids the Silver Fangs from dishonoring themselves.
The Stargazers are the smallest and most introverted Tribe and are heavily disconnected from the ways of the other Garou. Claiming descent from Asia, they preferred lives of meditation and contemplation, seeking unconventional ways to fight the Wyrm and focusing on gaining wisdom over brute fury. They are experts at keeping their rage under control and rarely frenzy, something that makes other Garou accuse them of being weak. They have very often been neutral parties in conflicts like the Impergium and War of Rage, which has given them a reputation for being fence-sitters and indecisive cowards, something no Garou worth their rage would want to be accused of. Stargazer numbers dwindled greatly in modern times and they were eventually offered a seat on the Beast Courts, a multi-species organization of shapeshifters based in East Asia. The Stargazers accepted and formally left the Garou Nation, much to the shock of the other Tribes. In 5e, the Stargazers still left the Garou Nation before it fell but they appear to have gone independent instead of joining the Beast Courts. They withdrew from the fight against the Wyrm, stating that they had found another way. Many Garou think they have decided that the Wyrm's victory is inevitable and have shifted their focus to shaping whatever will come afterwards. Prior to 5e, their patron was Chimera, a spirit of mystery and enigma. Her Ban required the tribe to seek enlightenment through whatever means they found worked for them. In 5e, their patron is unknown to all outsiders.
The Uktena are one of the self-described Pure Tribes, who are native to the Americas. They were the largest of the Pure Tribes, with territory encompassing large parts of North America, all of Central America, and the northernmost part of South America, where conflicts with other changing breeds and a lack of wild wolves prevented them from migrating further south. The Uktena were a very diverse tribe who drew Kinfolk and Garou from many cultures of indigenous Americans and who welcomed new viewpoints and opinions. They lived closer to humanity than any other Garou tribe and delved deep into lore of the Umbra and supernatural. When Europeans colonized the Americas, European Garou came along and claimed pure tribe Caerns, driven by greed and the same racism that their human counterparts had. The Uktena were demonized as Wyrm-worshipers due to their habit of imprisoning Wyrm spirits below their Caerns. Their numbers were drastically reduced by the loss of their human and wolf Kinfolk, but the Uktena survived. They also opened up membership to other racial minorities in their lands, allowing non-Native American Garou to join. Their totem is Great Uktena, a horned serpent spirit representing mystery and hidden things. Its Ban requires the Uktena to seek out secrets. The Uktena do not exist in 5e.
The 5e version of the Uktena are the Ghost Council. They are no longer tied to Native Americans, but are worldwide. They are defined by a burning need to learn. All Ghosts are obsessed with uncovering mysteries and learning secrets. They delve deep into the Umbra to learn from the spirits there and are more likely than most Garou to interact with other supernatural beings like vampires and ghosts with a lowercase g. At the same time, the Ghost Council encourages its members to explore new paths and ways forward. They use unique and innovative ideas in the fight against the Wyrm and aren't afraid to violate taboos and break with tradition. No option is off the table for them when the alternative is extinction. This makes them among the most ideologically diverse tribes who accept ideas from many different cultures. The more traditional tribes often view the Ghosts as subversives and dangerous fools poking that which should be left alone. Their totem is Horned Serpent, a spirit of mystery that hides in the darkness. Her Ban forbids passing up on the change to indulge your curiosity.
The Wendigo are the other surviving Pure Tribe and lived primarily in the colder regions of North America. They were warriors first and foremost who defended their lands and Kinfolk and had a zero-tolerance policy for anything even slightly Wyrmish. The Wendigo were also rigid traditionalists who viewed change as suspicious and to be avoided. When the Europeans colonized the Americas, the Wendigo refused to adopt foreign ideas or cede any territory, fighting to the last. Unfortunately, the colonizers had the advantage of numbers, technology, and foreign diseases and eventually forced the Wendigo back to the coldest and northernmost territories in a war that benefited none but the Wyrm. The Wendigo never forgot this and view foreigners as Wyrm-tainted monsters that should be driven out of their lands so balance can be restored. This attitude makes them notoriously hard to get along with, with only the Uktena being on their good side (and even then, the Wendigo think the Uktena were tainted by their adoption of foreigner ideas and Kinfolk). They only accept members of Native American descent with no foreign ancestry, leaving the tribe as one of the smallest. Their totem is Wendigo, a fearsome and terrifying spirit of war. Its Ban requires the Wendigo to give aid to Native people. The Wendigo do not exist in 5e.
Older editions also listed a number of minor or extinct Tribes. The Hakken are members of the Beast Courts of Asia who are warriors that practice the samurai art of Bushido and are falsely believed by western Garou to be a branch of the Shadow Lords. The Croatan were a third Pure Tribe who went extinct after sacrificing themselves en masse to prevent the Wyrm from manifesting physically. The Bunyip were a tribe from Australia who used thylacines as Kinfolk instead of wolves. They went extinct due to colonization and foreign Garou claiming their Caerns, something that is remembered by the Garou of Australia as a source of great shame.
The Black Spiral Dancers are the lost tribe of Garou who have turned to the Wyrm. They were originally a tribe of Pictish Garou known as the White Howlers. After the Romans invaded their homelands and destroyed their Kinfolk, the White Howlers chose to invade Malfeas, the Wyrm's domain in the Umbra, for a great final battle. Instead, they became trapped in the Black Spiral Labyrinth, a realm of unimaginable horror where visitors are exposed to the Wyrm at its worst. By the time they emerged, the White Howlers had been driven fully insane and were steeped in the Wyrm's corruption. Now, they are fully enslaved to the Wyrm's whims, spreading corruption, destruction, and hate as a matter of divine mandate. Their corruption seeps to their bodies and souls. Between rampant mutation and ritual self-mutilation, many Black Spiral Dancers barely resemble humans or wolves anymore. Since their creation, the Black Spiral Dancers have bolstered their ranks both by recruiting other corrupt Garou and forcing regular Garou to join. In both cases, the new members are forced into the Black Spiral Labyrinth, where the only choices are corruption or death. Prior to 5e, their totem was Whippoorwill, a spirit of death and cunning whose Ban prohibited the harming of birds. In 5e, their totem is Bat. Bat was a Wyrm Spirit who defected to Gaia after the Wyrm went mad and became the totem of the Camazotz werebats. When the Camazotz were exterminated by the Garou, Bat went mad with grief and flew into the Black Spiral Labyrinth, becoming one of the tormenting spirits that reside there. Its Ban is unknown.
Spirits are central to the Garou. They range from barely-sentient sparks of power to gods like Gaia and the Triat. Everything in the physical world has a spirit in the Umbra and there are many spirits who no longer have a counterpart in the physical or may never have had one at all. The Umbra is a reflection of the physical world where everything is more wild and primal. A grove of trees in the physical world could appear in the Umbra as a stand of trees that dwarf redwoods, crawling with the spirits of animals as spirits of pollen and wind wrap their way between the trees like snakes. A landfill could appear in the Umbra as a toxic mass of corruption slowly expanding and sending out spirits of decay and disease to grab outsider spirits and drag them in screaming to be devoured. Even concepts have spirits that manifest physically in the Umbra. All changing breeds have a spirit and physical element, making them skilled at dealing with spirits. Many spirits follow arcane rules that make no sense to outsiders. Theurges spend a lot of their time studying spirits and their behavior so when the time comes to negotiate with them, the Garou don't accidentally gain their enmity. Spirits are living hierarchies, each one being independent but part of a greater whole. For example, each board in a wooden house will have its own spirit, but all of them are part of the spirit of that house, which itself is part of the the spirit of all houses, which is part of the spirit of shelter, and so on. Not all spirits directly serve the Triat, but all of them are aligned with at least one of them. For example, a spirit of a honeybee colony is aligned with the Wyld because it is part of nature, but also with the Weaver because honeybees follow an order with a hierarchy and defined roles. A spirit of a janitor is Weaver-aligned because they are a part of society, but also Wyrm-aligned because they deal with refuse and decay. Spirits corrupted by the Wyrm, such as spirits of pollution, murder, and rot, are called Banes and they are major enemies of the changing breeds. Most changing breeds have the natural ability to pass between the physical world and the Umbra at any reflective surface using a technique called stepping sideways. 5e changed stepping sideways to a ritual.
Spirits normally can't interact with the physical world. To do so, they need to possess a physical object. Normally, only powerful spirits can reach pass the Gauntlet (the metaphysical barrier that separates the physical world from the Umbra) to possess something, but less powerful ones can be summoned by changing breeds or human mystics and shamans. Spirits are better at possessing things that share qualities with them. A spirit of a jaguar would be best at possessing a jaguar, but it could also possess a lion or a house cat because they're cats, a bear because they're predators, a green beret because they're both stealthy, a plush tiger because it's cat-related, a bulldozer because they're both powerful, etc. Possessing inanimate objects is generally easier than possessing living beings as living things have willpower and can fight back. Once a spirit possesses something, it will alter its physical form to something more suitable for the spirit. A car possessed by a rhinoceros spirit may have its grill enlarge into a horn while its tires take on a leathery texture. A boxer possessed by the spirit of a landslide may get rocky skin and a voice that sounds like rocks sliding together. When Banes possess something, it will eventually become a monster called a Fomorian, whose changes are especially gruesome. A gluttonous person possessed by a Bane could develop a jaw that can expand to impossible sizes, allowing him to swallow people whole and torture the victims in his cavernous and acidic guts. A vain starlet possessed by a Bane could be covered by warts and seeping pores that can only be removed when she uses her sucker-covered tongue to drink the beauty off of other people, disfiguring them to temporarily restore her beauty. Exorcising spirits from the things they possess is a major duty of the Garou.
Many Garou powers come from making bargains with spirits. The main way of interacting with spirits are through rituals called Rites. Rites often act as bargains, sacrificing something to a spirit in exchange for its help. Many rites are formalized and ceremonial, being practiced by certain Tribes or Auspices. The knowledge of how to perform Rites is often closely guarded, for they are sources of great power. Rites can range in power and complexity from using a few hand signals to invoke a minor spirit of light to act as a flashlight to vast and intricate ceremonies requiring whole Caerns to work together and possibly human sacrifice. Gifts are powers a spirit imbues a Garou with in exchange for some kind of payment. The main difference between Rites and Gifts is that the Rite must be performed every time the power is desires whereas once a Gift is bestowed, it can be used over and over again until the spirit decides to cut the Garou off. Spirits grant Gifts in accordance to their natures. A Garou seeking a Gift of incredibly durable skin would likely seek to bargain with the spirit of a turtle, boulder, or riot gear, as those spirits share the trait of durability while a spirit of a breeze or a cardboard box does not. Once the Gift is bestowed, the Garou instinctively understands how to use it. The last major form of power is called a Fetish (pre-5e) or Talisman (5e). They are created by using Rites to bind a spirit into an object, granting that object a form of power. For example, a Garou may bind a spirit of fire to a candle to allow it to throw fireballs. It is easiest to create a Fetish by binding a spirit to an object related to its nature. If you want to make a powerful weapon, binding a spirit of violence to a sword works a lot better than binding it to a surfboard. While it is possible to make a Fetish out of an unwilling spirit, most Garou would consider that an evil act.
A major threat to the world is Pentex, an international megacorporation that directly works for the Wyrm. Despite being one of the wealthiest organizations in the world, the average person has never heard of Pentex. It acts through innumerable shell corporations, fronts, and subsidiaries and has its fingers in virtually every industry. They specialize in making products imbued with Banes that possess customers and turn them into Fomori. From pharmaceuticals that come infested with Banes of disease to weapons that compel those who hold them to commit violence to overly dark tabletop role-playing games that teach gamers how to do actual dark magic. The majority of Pentex's actions are very much the mundane type of evil. Unsustainable resource harvesting, pollution, exploitation of workers, and encouraging mindless consumption are all methods of spreading the Wyrm's influence that don't require any supernatural influence.
You should now know enough to get started with Werewolf: the Apocalypse. There are a few video games in the setting if you can't find a group to play with. I may write a follow-up post detaining the other changing breeds, as there is some interesting stuff there.
#werewolf: the apocalypse#werewolf the apocalypse#werewolf#werewolves#ttrpg#rpg#role playing games#lore#world of darkness#old world of darkness#garou#black furies#bone gnawers#children of gaia#fianna#hart wardens#galestalkers#glass walkers#red talons#shadow lords#silver fangs#get of fenris#cult of fenris#silent striders#stargazers#uktena#ghost council#wendigo wta#black spiral dancers#pentex
10 notes
·
View notes
Text
BtWoD: The Garou Nation; We All Saw It Coming Pt. 1
so. in the BtWoD continuity, the Garou Nation fell sometime in the early 2000s thanks to internal conflict, dissatisfaction with leadership, the death of Jonas Albrecht, and the ever-increasing reports of return of the Fera (despite the War of Rage seemingly having been a win). this is a little taste for what's to come in that regard :) an introduction, from the perspective of our Corax pal Electrum Wire, to the first 6 Tribes of Garou that now exist. OC under the cut!
“The Garou Nation; We All Saw It Coming,” a report by Electrum Wire, Beat Auspice, House Frugilex. Part 1 of 2.
Things have mostly settled since the collapse of the Garou Nation in 200X. New Tribes have been formed, alliances and allegiances are beginning to show, and honestly, it’s been a hoot to keep up to date with how things’ve gone in the past couple years. This report is to function as a benchmark, analyzing the political landscape of the Garou as of the year 201X. As per usual, only primary sources are used here— since this hasn’t been a priority, some of the sources p/Tribe have been a couple years apart from one another. I’ll be sure to note when certain quotes are more outdated than others.
The Acolytes of Polaris Figures that these non-white Garou Tribes would feel sidelined enough to team up. The Acolytes are made up of the frmr. Silent Striders + Stargazers Tribes, and claim their territory to be North Africa + West Asia (and even into Pakistan, but some are disputing whether that was ever in their ancestors’ range to begin with). A majority of the individuals we interviewed claimed that they weren’t ever really part of the Nation to begin with, so this new arrangement doesn’t change much.
We’ve got decent contact with them these days, since they’re looking more to build than tear down. Their wolf-kin are damn near extinct in the wild, and they’ve got enough of a brain to start making compromises for the sake of survival. They tend to trade in insight and secrets, and I’ve experienced first-hand how desperate they are. Some of the deals they’ve taken just for the sake of establishing a line? It’d make the Elders cry.
Additionally, we’ve got word from our pals in the Beast Courts that they’re looking to join up. The Hakken have always been sympathetic, after all. Who knows, as of the publishing of this report they very well could’ve made the alliance formal.
Coyote’s Council This one’s a fun one. After the Garou Nation crumbled, Patron Spirit Coyote went out recruiting from all of the Garou in North America who had native blood in them. Most of them were frmr. Ghost Council + mixed Bone Gnawers, but who knows how many other ex-Tribes were mixed in. Nowadays, they take orders from Patron Coyote, and they’re publicly working with the Nuwisha to the end of their shared master.
Has this made them more fun? Yes and no. They’re still Garou, and we all know how they can get when they’re the butt of a joke. But a bunch of them have embraced their inner coyote, and have turned into a well-oiled guerilla force in the process. Some of the reports coming out of the US’ interior sound like the plot to a rejected Tom & Jerry episode, if I’m being honest.
Strangely, they can’t be found outside of the North American continent. With the efficacy they’re showing, you’d think that Patron Coyote would want to start stretching his paws. But, nope. As of the publishing of this report, the only other place Coyote’s Council is found is in the Umbra, but that much should be obvious.
And, of course, they’re cagey as hell when it comes to their plans. Don’t trust a damn thing they’re feeding you unless you’ve got a prior arrangement, or have them under a Geas or something.
Fangs of the High North Before this section begins, a preface; Canada is off-limits. The Fangs of the High North are in the process of skirmishing with colonizing Garou (in addition to their usual activities of destroying Pentex infrastructure where they can), and the place is dangerous to the Corax. We’ve been told on multiple occasions that if we’re not there to actively help, we’re to stay the fuck away. While I’m not an advisor, I can say for certain that it scared the shit out of me, and that I can’t say I’d encourage anyone else to head there, not even for migratory purposes.
So, yeah! The Fangs are another neo-Tribe native to North America, and are primarily made up of frmr. Gale Stalkers, Red Talons, and sympathetic Get of Fenris. Now that the Nation is out of their way, they’ve been looking to take back their land by force. Can’t say I blame them. They’ve been on the warpath ever since, and considering how many other native Fera are joining the effort, I’m of the opinion that there’s a good chance they’ll give those bastards the boot.
Let’s just hope that none of the occupiers get desperate enough to turn to Malfeas for help. As of the time of publishing, there’ve been no reports of unusual Wyrmtaint coming from some of our American kin, so keep your feathers crossed!
Get of Fenris Okay. The Get has (to nobody’s surprise) become the dominant Garou Tribe in the European Continent, has made significant progress in recruiting pissed off Americans from the North and South continents, and has found incredible success in changing literally nothing about their viking/berserker philosophy. In fact, the crumbling of the Garou Nation was a GOOD THING for their leadership, as they now are unbound by any bureaucracy. We’re all very familiar with these details by now.
One thing I want to put to bed before you birdbrains start freaking out is this— THE GET ARE NOT NAZIS. The Get have a longstanding tradition (that HAS BEEN WELL CATALOGUED BY THE CORAX, LEARN TO VISIT THE LIBRARY) of forcing their cubs to shed all former ties to their human lives if they’re born Homid, including any kind of racist beliefs they might hold. ANY Get found participating in upholding any form of hierarchy OTHER than “might makes right” is immediately liable to being ganked by their peers until the racism leaves their bodies. I’ve literally seen it happen. And yeah, there was a faction of them back in WW2, but we all had some dead branches to trim from our kin back then.
Does it excuse their behavior? Abso-fucking-lutely not. But if you want to start pointing fingers at real Nazis, we’ve got dossiers your Pack can to be assigned to. Put your activism to real work, kids.
Grave Howlers They still refuse to talk to us. All of them. Not a single one gives us more than a passing sentence. All we have to go on are rumours and hearsay from other Tribes.
If you’ve heard the name “middle brother” thrown around by the American natives, take it with a grain of salt. If you’ve heard people talk about the blue runes on their fur, remember that anyone with Scottish heritage can put on woad. If you’ve heard people speaking protective rituals under their breath when they come near— eh, maybe follow their lead.
The Grave Howlers stink of Wyrmtaint, are horribly scarred from head to toe, and spend much of their time avoiding all Garou other than the Black Spiral Dancers. All reported conflicts between them and the other Tribes have been started by the latter, indicating that they’re up to something.
And just as a reminder to anyone thinking of looking into them, all of the Packs who’ve come back from their assignments refuse to talk or write about what happened. All of them. 100%. So if you’re down to gain some forbidden knowledge that’ll make the Elders pissed off, be my guest.
Hakken We’ve had a rapport with them for centuries now thanks to our kin in the Beast Courts, and nothing’s really changed over there. They were already separated geographically and politically— the shattering of the Nation did nothing to change that. So, uh. Yeah, nothing to report I guess. Other than that they might be helping the Acolytes join the Beast Courts. I think I speak for everyone when I say that it’s a relief to hear that at least one faction of Garou isn’t either blowing up, blowing someone else up, or angling to blow up.
12 notes
·
View notes
Text
i started learning about werewolf/changing breed lore and brother i am COOKING!
this is my gaggle of silly funnies, clockwise order from top right:
- vega garcia is a wealthy glasswalker ragabash, fashionista and gay rights activist. she fights the wyrm through fighting against pentex and homogeneity inc (the conversion therapy corporation), and my other three ocs are hosted in the manor of her wealthy kinfolk father. while she’s not a billionaire, she’s got a healthy inheritance set for her if she doesn’t spend it willy nilly.
- daniel lepik is a corax wereraven, and he’s basically vega’s kept artist; she’s got a guilty pleasure thing about fancy gothic dresses, and daniel is amazing at making lace and other fabrics to turn into dresses, so she lets him live in her manor as long as he makes her stuff and helps her get info on local wyrm matters. he uses his rambles above weaving can be an offensive weapon.
- bella castellan is a galliard ex-black fury and a trans girl, born between a black fury and a kinfolk who she treated as basically a treasured pet (not anything nsfw i mean, more just she doted on him but didn’t let him Do Much). when bella came out as mtf, her mother advised her to leave the local caern, as while she was accepting, they also lived in the sept equivalent of terf island. after meeting with vega, daniel and cadoc, she decided to try joining the get of fenris with the help of cadoc’s father griffith.
- cadoc morgan is my last oc, a lupus-born get of fenris garou born from a drunken accident between his dad and a female wolf. he was raised by his werewolf dad, kinfolk aunt and his father’s drinking buddy, a secret nuwisha, and was trained pretty well as a young boy in how to act human. he really likes dancing, vibrating and stuff when he feels very excited, and he’s pretty clingy with his buddies. he can also sniff out wyrm taint due to a childhood encounter with a black spiral dancer.
#werewolf the apocalypse#get of fenris#black fury#glass walkers#maybe hunter the parenting?#this is less ocs specifically for the series and more just silly guys/girls i made after getting into them
3 notes
·
View notes
Text
THE WEREWOLF QUESTION
Hi guys as y’all can see I’m a huge fan of the world of darkness (specifically the old world of darkness) and as I delve deeper and deeper into my 20 gigabytes of WOD PDFs I notice more and more outdated and outright offensive things that just scream “I was made in the 90s and parachute wrote my ass off”
Parachute writing is a bitch (which is why you always consult others that are more well educated in the culture than you)
But that is besides the point, my first question regards a very controversial topic of Werewolf The Apocalypse, and that is the Uktena and the W*ndigo. (Primarily the latter as I want to focus on the name, from now on I will refer to this tribe as “Younger Brother”).
At first I was thinking that these names were to subvert the expectations, like the Get of Fenris of course referencing to Fenrir, a top notch dickhead in Norse mythos, (which is a lot considering most gods barring a couple are top notch dickheads… looking at you Odin.). But instead they are these strange protectors of the earth, while culturally they are known as the killer of odin, in reality they are the rivals of the evil odin (whom is possibly a vampire) that killed their tribe members, whilst also being a tribe that is adamant in preventing the apocalypse and fighting jormungandr (the wyrm) as much as they can.
(Small rant as I quickly educate myself why the fuck do they have a sub-tribe called the glorious fist of Wotan?!?!? DONT THEY HATE ODIN? ISNT WOTAN JUST THE DISAMBIGUATION OF THE WORD ODIN THAT WAS USED IN WAGNERS RING??? ? Ok. Yeah I’m gonna smash a table into pieces and eat the wood chips)
But now that I educate myself on the Younger Brother tribe in the WOD wiki, there doesn’t seem to be any subversion of expectations, its just a name some guy plastered on really quickly and it just ended up sticking because others thought it was cool. And if I’m being genuinely honest, a tribe of world protecting werewolves should not be named after such a thing.
There have been a good couple of posts I’ve seen that refer to this Younger Brother tribe and it’s controversy, but I have never seen one that offered a proper name for this misnamed Garou tribe. What do you all think? I’ve been planning on utilizing Garou into my world because I fucking love werewolves and I would love feedback on how to properly name this Garou tribe in a way that respects indigenous culture.
I feel like I will have a thread of posts like this because I want to depict W:TA 2e in a more respectful light (removing all the controversial and outright stupid gunk) whilst also helping all 5 of my mutuals depict them as well :). If you have gotten this far to read my crazy rambling, thank you so much I love u.
#werewolf#werewolf the apocalypse#world of darkness#get of fenris#uktena#I’m going to punch whoever the fuck decided to name a sub faction of odin hating wolves Wotan#frunky talks#Frunky talks about funny wolves
33 notes
·
View notes
Text

4 notes
·
View notes
Text
no one's ever done it like them (derogatory)
#pax hawke#varric tethras#anders#merrill#isabela#da2#dragon age#my art#my ocs#the omissions aren’t personal i just wasn’t motivated enough to squeeze more figures into the composition but it does work out that#everyone who would probably ditch at that point isn’t pictured lol. i considered adding a deeply unenthusiastic looking fenris cause he’d#probablyyyy stay for pax but it just wasn’t working#i so want to do a da2 run with the personality indicators shut off and actually committing to rivalries#but ive played the first hour or so of da2 so many times i literally can’t get past it now lmao#maybe modding would motivate me… 🤔#anyway sorry i only draw stupid memes anymore it will happen again
5K notes
·
View notes
Text
origins: elven men are shorter and have narrower builds than human men - they are a graceful and agile but not very physically powerful race
da2: fenris has a stronger taller build than most elven men which is part of the reason why he would have been singled out by his master to become a bodyguard, he is still narrower than human men and only as tall as marian hawke though
inquisition: solas is still kinda narrow but he is six feet tall. this is foreshadowing the fact that he is a remnant of an ancient, powerful race of immortals that modern elves with their mayfly lives and slight bodies are a mere shadow of
veilguard: davrin is built like a brick shithouse because *checks the lore* fuck you he’s hot
#if I get to the end of this game and there’s not even a mention of why davrin is so beefy I will find it so funny#da origins#dao#da2#fenris da2#dai#dragon age inquisition#solas dragon age#davrin#datv
6K notes
·
View notes
Text

'Not now, not in front of--'
#fenhawke#dragon age#dragon age 2#fenris#garrett hawke#las!art#how was your holidays break las?#pretty great#chased the broodiest of elves#managed to get some kisses in the end#drawing them older#because i adored the blue wraith design before really knowing fenris in general#man i've been in DA fandom for a decade now but never really got around to REALLY play let alone finish DA2#so happy i finally managed#i'm SO DEEP#also floppy ears are my fave thing#last drawing of the last year hahah
5K notes
·
View notes
Text

they’re making fun of some hightown local or something idk
#dragon age#dragon age 2#fenris#fenris dragon age#fenhawke#hawke#garrett hawke#da2#hawke who does anything to get the wife to giggle#my art
4K notes
·
View notes
Text
Anyway here's Nell, but if her wolf hadn't been stolen by the Shadow Lords.

#werewolf the apocalypse#world of darkness#shadow lords#wod#get of fenris#c: nell#red draws#Nell's parents were allowed to get together on the condition that all kinfolk born to them be Shadow Lord kinfolk#Nell had her wolf stolen by a rite
7 notes
·
View notes
Text
one of my favorite things about dragon age romances is the varying Flavors™️ of emotional damage they feed you near the end of each game.
for instance, lucanis dellamorte is here to slay your enemies and burn down the world if it even looks at you the wrong way. "i thought i would never see you again," he quietly tells rook, and there is regret in every one of those words. "if i have to kill every blighted creature in thedas to keep you safe, i will. my heart beats for you," he promises.
meanwhile altar-boi cullen rutherford is a DISASTER who literally falls to his knees before a statue of his god. he is seeking SPIRITUAL ABSOLUTION from the divine bc the very idea of putting you into harm's way is unforgivable, and then he breaks his prayer to murmur, "when the time comes, you will be thrown into his path again. andraste preserve me, i must send you to him. whatever happens, you will come back. allow me this. to believe anything else would… i can't."
my god, the buffet. these men are absolutely pathetic. i would DIE for them.
#dragon age#lucanis dellamorte#cullen rutherford#rookanis#veilguard#inquisition#and don't even get me started on fenris my god#i haven't romanced neve yet but i heard it's a GOOD one and full of angst <3#datv#datv spoilers#veilguard spoilers#mine#rook x lucanis
3K notes
·
View notes
Text

guy whos on his 4th playthru of angry elf dating sim (i am the guy)
#dragon age 2#garrett hawke#male hawke#fenris#fenhawke#fenris dragon age#da2#dragon age fanart#da fanart#da2 fanart#fenris x hawke#hawke x fenris#fellow people chronically incapable of romancing anyone but fenris can i get a hell yeah ✊😔#hall of fame
3K notes
·
View notes