Diverse Backgrounds

Quick something for the weekend:

A couple of you noticed the tweak to Backgrounds we’ve made for Werewolf 20. Essentially, it always seemed a little odd to us that no Get of Fenris could ever have a Contact: yes, it’s socially discouraged, but it’s not categorically impossible, and it feels weird to say that no Get ever had a loose Contact. Still, preferring Allies over Contacts is very true to the tribe’s character.

Here’s the sidebar that explains the difference, right from the drafts.

Discouraged and Restricted Backgrounds

Some tribes have restrictions on which Backgrounds a character can take at character creation. These restrictions fall into two categories: discouraged Backgrounds — like Contacts and Resources for the Wendigo, or Mentor for the Glass Walkers — and restricted Backgrounds, like Ancestors and Pure Breed for Glass Walkers, or the Silver Fangs’ required purchase of three dots of Pure Breed. Usually, discouraged Backgrounds are social in nature and restricted Backgrounds are supernatural.

Discouraged Backgrounds are essentially very rare: while most Bone Gnawers start with no Resources, anyone who buys a ticket can win the lottery. Discouraged Backgrounds can be purchased with freebie points at character creation, though the Storyteller is within rights to request that they not be purchased, or limited to only a dot or two per character. Some groups may prefer to waive these restrictions entirely, or keep them in place on a tribe-by-tribe basis to fit their own take on the tribe — if the Wendigo have less of an isolationist streak it makes sense to remove their restrictions entirely, but the same group may still consider a rich Bone Gnawer to be an outlier.

Restricted Backgrounds have a closer tie to the character of a tribe — a Bone Gnawer with Pure Breed is going to be the focus of a lot of attention from the Garou Nation. (If none of his ancestors had it, where did it come from?) With that in mind, the Storyteller may allow characters to purchase restricted Backgrounds with freebie points (or a Silver Fang to start with less than three dots of Pure Breed), but only after talking it through with the players and making sure that everyone appreciates the impact such a choice will have. The story of the first Glass Walker to contact her Ancestors, or the first Bone Gnawer with Pure Breed is an excellent hook to hang a chronicle on.

Your thoughts? I love it myself, but admittedly I am not the control freak of a Storyteller I used to be.

How about a Spencer full page piece?

Here’s a sketch for the Bone Gnawers full page piece that is just full of storytelling. Here were the art notes Ethan and I worked up for Ron:

Bone Gnawers: The setting will really sell this one: someplace run-down and hellish, a Rust Belt abandoned construction site or junkyard or junk-strewn underpass. The kind of urban wasteland that the Bone Gnawers populate. We see one to three Bone Gnawers (artist’s choice), maybe in a mix of Hispo, Crinos or Homid, clambering over the junk or abandoned vehicles or whatever, like they’re stealthily creeping up on someone. They’re the stealthy boogeymen of the bad part of town, and they’re about to tear someone apart. Avoid making them look like luckless and homeless: they’re street survivors, hunters, with improvised weapons that have been turned into fetishes, and strong enough to uproot a parking meter and murder you with it.

 

What do you folks think? Does this deliver the scene you imagine reading the notes? Does it deliver a cool Bone Gnawer experience? Do you want to play these Garou now (the Chupp Test)? Also- in totally we sell books mode: DTRPG is having a sale still on Werewolf PDFs- check it out!

Tribal Spreads 2: For Fenris!

So, here’s an example of how we’re looking at changing format. Take a look at the following tribal spread, one featuring a tribe near and dear to my bloodthirsty heart. There’s a slimmed-down Character Creation section that incorporates Background Restrictions, Appearance has been trimmed of talk of human ethnicities, and we folded Kinfolk and Territory into one paragraph. Minor tweaks, but they could add up. Let me know what you think of the changes!

Get of Fenris

In a race of warriors, the Get of Fenris are the most warlike. The Fenrir, as they’re also known, value a glorious death over a peaceful old age. They wear their scars with pride, howl the glory of their victories, and revel in the fear that they spread among the minions of the Wyrm. To the Get, compassion is a luxury, not a virtue – the greatest virtues are valor and strength.

The Fenrir have their origins in Europe, where they once called Germanic tribes and Nordic raiders Kin. Yet even the most brutal and violent sagas of the regions pale before the lore of the Get. Their Galliards (or skalds) joyously recount grim tales of bloody death against impossible odds, of the eternal glory to be found on the battlefield. They have told stories of Ragnarak, of the Apocalypse, for millennia – and they are ready for it.

Blood alone doesn’t make a Get of Fenris. A cub could have the finest Pure Breed, but if he can’t make it through the bloody tribal Rite of Passage, he’s of no use to the Fenrir. Some cubs don’t even survive that first test. Harsh as it is, the Rite of Passage reflects the grim and fatalistic nature of life among the Get. The battles against the Wyrm will be no gentler – and the Fenrir never run from battle. Every child of Great Fenris, no matter his or her auspice, must be ready to die gloriously for the Mother. This creed often seems contradictory to lupus cubs, who are used to survival as the first and most pressing mandate. But enough wolf-born find their Rage that the Get haven’t fallen too far behind in their ratio of homid to lupus members.

To make matters worse, many Get of Fenris embraced very elitist attitudes not just to strength and valor, but even to sex and ethnicity. This has been a source of internal conflict within the tribe for many years. Although modern Get are less prone to outright racism and sexism, the old prejudices against weakness run deep and take many forms. These haven’t done the tribe’s reputation among the rest of the Garou Nation any favors.

But although they’re not easy for outsiders to see, the Fenrir do possess admirable virtues beyond their courage. There are long-standing traditions of females doing as well as males in many Get septs – they frequently have to work very hard to earn respect, but this struggle is part of what earns them their status. Metis can excel as well, if their deformities don’t impede their actual strength – one who’s ugly as sin and has a terrible speech impediment will still earn much glory if he can fight to the tribe’s exacting standards. Many Get also care very deeply for their Kinfolk, taking family ties exceptionally seriously. This is a double standard for the Kin, of course: their werewolf relatives hold them to brutally high standards, but also defend them with great passion.

At every level, tribe society idealizes strength above all. Fenrir leaders, or jarls, must earn their position through grueling physical trials, and be prepared to hold them in the same way. Tribal moots are full-moon affairs, beginning with a vicious gauntlet-running to determine who’s worthy to participate in the rites of the tribe. Rites of Renown entail bloody runes carved into werewolf hide; even mystical rites dealing with spirits involve ritualized combat between ritemaster and spirit as often as not. Even their belief in an afterlife reflects the concept of Valhalla, a grand battlefield awaiting its heroes.

And for all their faults, the Get of Fenris produce many heroes. Their creed of strength is simple, but not simplistic – it teaches many Fenrir to master their Rage, to serve as examples of courage to the rest of the Nation, and to win battles that others would lose or abandon. They are remarkably loyal to those who earn their respect, and their harsh standards encourage other Garou to fight harder if they want to keep the Fenrir’s allegiance. With the Apocalypse at hand, no tribe is more ready to tear the Wyrm apart no matter the cost.

Appearance: Strong Fenrir blood manifests as huge gray wolf forms with broad shoulders and vicious jaws. There are precious few Get whose hides aren’t marked with scars and tattoos. Some even brand their fur or carve runes ceremonially into their flesh.

Kinfolk & Territory: The Get of Fenris claim their oldest homelands in Europe, ranging from Scandinavia through Germany. They have followed their original Kin throughout many lands, and adopted new bloodlines wherever the local human population produced strong children. They favor rural territories, particularly where the weather is harsh, and are involved in more territorial conflicts than any other tribe. Their largest protectorates are in the Black Forest of Germany and the wilderness of Scandinavia.

Tribal Totem: Fenris, the Great Wolf, one of the mightiest of war totems. Other spirits allied to the Get include Aegir, Hrafn, the Norns, and Surtur, spirits both warlike and wise.

Character Creation: The Fenrir naturally stress combat and survival Traits. They almost never purchase Contacts: they want true friends, not associates.

Initial Willpower: 3

Beginning Gifts: Lightning Reflexes, Master of Fire, Razor Claws, Resist Pain, Visage of Fenris

Quote:Pain is my lover. Death is my sister. Gaia is my Mother, and Great Fenris is my Father. You have NOTHING for me to fear!”

Stereotypes

Black Furies: A warrior is defined by fang and claw and klaive, not by a womb. You want respect? Earn it.

Bone Gnawers: You can run at my back if you’re too afraid to take the lead. But if you abandon me, I’ll carve you apart like the dog you pretend to be.

Children of Gaia: You think you were given these teeth, these claws, so you could sit about and talk of dreams of peace? Fight, you sheepfuckers!

Fianna: Your ancestors were almost as strong as ours, and you’re almost as strong as us. What? It’s a compliment.

Glass Walkers: The old ways are hard and painful and merciless. Not surprising that cowards will find any excuse to disdain them.

Red Talons: I admire a wolf who picks a war because he feels it must be fought, not because he thinks he can win.

Shadow Lords: Their schemes against the other tribes are treacherous, which is why they are not friends. Their schemes against the Wyrm are brilliant, which is why we haven’t cut them down.

Silent Striders: They remind me of the ravens: keen-eyed and clever, but better at scouting than fighting.

Silver Fangs: Speak with the voice of a true king, and we’ll follow. You’re too weak to be worth it any other way.

Stargazers: You want to master your Rage by avoiding battle? Why not master fire by eating raw meat all your life while you’re at it?

Uktena: Our ancestors found dark things in their lands when we were at war. Was binding these things the only way to stop them – or a way to keep them in reserve?

Wendigo: You still want to fight us over the deeds of our ancestors? There are more productive ways to commit suicide.

Tribal Spreads

Back to the wordage side of things. Let’s kick things off with a preview of what the tribal spread text might look like. The advantage is that you can picture Steve Prescott’s awesome art alongside this! Also, tribal glyph and such.

I should note that this is probably a little too much word count. My first instinct is to slash out the “Character Creation” section; it’s always struck me as a little redundant to suggest that the Get of Fenris, for instance, usually have good Physical Traits and like to buy combat-related Skills. However, that is about as traditional as it gets. Rich might be able to make it fit, but we shall see.

If you were to see this cut down, what should go? If you wanted to see other things listed, what needs to go in and what’s not so vital?

 

Black Furies

The Black Furies are the living incarnation of a woman’s anger. They are the daughters of Luna-as-Artemis, the Huntress of the Moon. Their legends trace their origins back to Greece, where they were appointed defenders of the Wyld. However, wherever there are tales of women who take up arms for honor, vengeance or blood ties, the spirit of the Fury dwells.

The Furies are almost exclusively female. Any male cub of a Fury who undergoes the First Change is sent to another tribe for adoption; Pegasus, their tribal totem, will not accept male Garou. The sole exception is the male metis: Pegasus accepts these disfigured sons, perhaps out of mercy, perhaps out of a desire to ensure the Black Furies remember their own misdeeds. To make up for these losses of potential tribemates, the Furies actively recruit disaffected and angry female Garou who might otherwise fall under another tribe’s banner.

The tribe holds that women are worthy of respect, honor, sometimes even veneration. Though no Black Fury will suffer the hand of a man acting as master or tyrant, the tribe isn’t united by active misandry. Certainly some Furies will never forget or forgive. But others are willing to accept men as partners, helpmates, lovers, equals – but nothing more than equals.

Hatred claims the hearts of many Furies, but it’s not a tribal virtue. The true tribal virtues are honor, pride, the mysticism of the Wyld and the will to exact change. A Fury aspires to keep her word, to stand tall rather than bend knee, to guard and exult in the wildest places, and to fight until her dying breath to make the world a better place.

The Black Furies’ tribal rituals emphasize tradition and sisterhood. They hold private tribal moots frequently. Kuklochoros are informal moots, often where the Furies conceal their werewolf nature and invite human women  to attend and learn the particulars of woman’s spirituality. Ulaka magelis are more exclusive moots, open only to the Furies themselves. These meetings involve more physically, mentally and emotionally demanding rituals, exposing the raw and bleeding heart of a wolf-woman’s oaths to Gaia.

Like other tribes, the Black Furies gather in like-minded camps internally (see p. XX). The Furies call their camps kuklos, or “circles.” Each circle answers largely to itself, although all must be held eventually accountable to Inner and Outer Calyxes, the high councils of the tribe. The Outer Calyx is the more public one; the elders who sit on this council are publicly initiated with much ceremony, and their names spread across the tribe. The Inner Calyx is more of a mystery (or a mystery cult), its members and their directives unknown to the tribe at large.

Ancient tradition and modern attitude frequently clash within the tribe, though they aren’t always at odds. Black Furies grow up aware of the many evils afflicting women around the world. Elders and cubs alike participate in struggles against modern slavery, sex trafficking, abuse and other offenses that are all too persistent. A generation gap still persists in the tribe – many of the elders are crones who, if rumors are correct, are at least a hundred years old, and with the set-in-their-ways stubbornness to prove it. Some cubs know nothing of the Wyld places, and want to focus their efforts on the Scabs where they grew up and their sisters are still suffering. But all the Furies are united in their Rage.

Appearance: Although the tribe originated in Ancient Greece, the Furies have since spread throughout the world. Modern Furies come from all ethnicities and all social strata. Those with strong Pure Breed have particularly dark fur in Crinos, Hispo and Lupus, often with white, gray or silver highlights. Pure Breed is rarer among the male metis Furies, as their fathers are inevitably of other tribes. Traditionally, the tribe has promoted an athletic ideal, and much of their art glorifies women of lean, strong build. This ideal isn’t universally reflected within the tribe, however; the demands of the war harden up many Furies, but the tribe tends to be as diverse as womanhood itself.

Kinfolk: The Black Furies are reputed to have their origins in ancient Greece, but they don’t practice much ethnic preference with their Kin. They’re prone to “adopt” the Kinfolk from other tribes’ bloodlines, specifically women who found themselves poorly treated by their relatives. They value their male Kin as well as their female relations, even if a male Kinfolk is unlikely to ever participate in any of the tribe’s inner spiritual traditions. As with other tribes, some Kin are highly valued allies who cultivate contacts in the outside world, some are beloved family, and some are little more than breeding stock; it all depends on the individual werewolves in question.

Territory: The Furies stake vicious claim to many of the last, secluded virgin places of the Wyld. Their spirituality is deeply tied to these sacred groves and islands, but necessity drives them to take territories in more human-settled lands as well. The mystical wards once protecting their tribal lands from intrusion have been fading steadily. The women they count as sisters and cousins continue to suffer. To defend the things they hold dear, the Black Furies go on the attack.

Tribal Totem: Pegasus. The great winged horse-spirit has a strong resentment of men, implying some truth to the myth of Bellerophon. The Furies tell the story of Pegasus straining against a cruel master, and her struggles echoing the fight of women to stand free and equal. Some Furies use “the bridle of Bellerophon” as a poetic metaphor for the hand of Man as it tries to master the most sacred things of the Wyld. Other totems valued by the Furies include Panther, the Muses and Medusae.

Character Creation: The Black Furies are hard to stereotype; some are athletic Amazons, others cunning mystics. Most learn how to fight early on, before or after their First Change; the sisterhood encourages even the gentlest political activist to pick up a dot or two of combat Skills. Occult and Rituals are also common expressions of the Furies’ sacred traditions.

Initial Willpower: 3

Background Restrictions: None.                                                     

Beginning Gifts: Breath of the Wyld, Man’s Skin, Heightened Senses, Sense Wyrm, Wyld Resurgence

Quote: “You dare condemn us for standing as a sisterhood? For choosing to help women first? Yes, women shouldn’t need our help. Gaia shouldn’t need Her Furies. But they do. Now stand the hell aside before I show you real pain.

Stereotypes

Bone Gnawers: They defend people who need them, same as we do. It’s a shame they often aren’t as courageous about it. 

Children of Gaia: Trustworthy. There’s a reason males of our blood usually go to Unicorn when Pegasus won’t have them.

Fianna: It’s good to have allies who take the joy of life as seriously as the necessity of war. If they have a fault, it’s that they favor the former a little too much….

Get of Fenris: I can’t stand anyone, man or woman, who thinks being stronger means being better.

Glass Walkers: They’re examples of both why it’s important to have friends in the Scabs and why we can’t trust anyone else with the Wyld places.

Red Talons: I understand their anger, but they have just so much of it. A rabid wolf is a danger to her own pack. 

Shadow Lords: It’s a good idea not to have anything a Shadow Lord wants. They don’t seem to lust after our burden very much, so we don’t have problems with them quite as often – but keep quiet about the secret grottos around them.

Silent Striders: They go almost everywhere and see almost everything. It’s easy to dismiss a wolf without a territory, but listen to them.

Silver Fangs: A dying tree with many rotten branches – and a few that are still strong and healthy. But those last are hard to find…

Stargazers: Introspection at this late hour might find the answers we’re looking for, but what if it doesn’t?

Uktena: They’ve got a good knack for including mysticism from around the world. Including some things that are better off excluded, maybe…

Wendigo: We can understand what it’s like to suffer and have Kin who suffer. Shame they see us as part of the problem, too.

Steve Prescott’s final Tribe Sketches: the Lost Tribes

Here’s a little present for folks to enjoy over the weekend: Steve’s sketches for the three Lost Tribes being presented in W20. These are always a great topic for discussion, and I know the writing team traded a fair number of thoughts about these Tribes, so feel free to let us know what you think.

From here on in I’ll post a few finishes from Steve, but I have tons of sketches coming in these next few weeks from the fabled roster of WtA artists from the past 20 years such as Richard Kane Ferguson, Jeff Rebner, Drew Tucker, Brian Wackwitz and Dan Brereton- just to name a few. Would you like to have the chance to comment on all the sketches, some of them? Any particular ones like the Gifts? Let me know. And now, some comments from Mr. Prescott on these pieces:

Not much to say for Bunyip – oh, other than
I still need to add the aboriginal “bunyip” creature drawing in the
background.
Two more that are stickin’ in my craw a little.  I not getting the
vibe I want on Mari for the Black Furies – and the Croatan woman looks
a little too “Pocahontas” for my liking.  I’m going to work on those
some more tonight.

 

Croatan – once again I am amazed that with the internet and my some-
odd 15 books about native americans, I couldn’t dig up any really
inspiring or useful Algonkin indian reference.  I just went with
northeast woodland indians and kind of amalgamated a handful of visual
cues.  She’ll have some cool red war/shaman paint on her exposed skin
(that is actually from the one decent Algonkin pic I have).  Notice
the turtle shells on her braids and, of course, the turtle on the
ground.

 

Prescott Tribe Sketches: the Almost Last Ones

Look at me mangling the English language on these post titles. Here are the last of the regular Tribe sketches from our good friend, the talented Mr. Steve Prescott. The updates to these will now come more slowly as he takes the notes given and creates the finishes. The rumor is that he’s finished the Get of Fenris piece already- it’s a rumor because while Steve told me it was done, I haven’t seen it yet. ;)

But here are also his revised sketches for the Shadowlords and Fianna. Comments from Steve below- you’ll notice that I excised some of his words with our old buddy the XX- that’s because the pieces he’s referencing will show up on Friday’s posting.

XX and glasswalkers.  Not much to say for XX- oh, other than
I still need to add the XX creature drawing in the
background.  It wasn’t called for the Glasswalker guy to have a hand
gun but I recall that being their signature weapon and I thought it
might look cool if he was armed and ready for trouble as he
infiltrated something or other.  He has a bluetooth ear piece and, for
the sake of overplaying the “tech” vibe, he has a blackberry type pad
sewn onto the sleeve of his jacket.  Why?  For no other reason than it
might look cool.  If it doesn’t, I’ll paint it out easy enough.
Notice the cockroach design on his sleeve and the cockroach angle on
the shadow?  Aw yeah.

Two more that are stickin’ in my craw a little.  I not getting the
vibe I want on Mari for the Black Furies – and the XX woman looks
a little too “XX” for my liking.  I’m going to work on those
some more tonight.

 

Then Steve updates these thoughts with his last sketches:

Rich- last two!  BlackFuries will have a greek-styled pegasus in
background.  I actually wanted Mari to have a clenched fist held up in
defiance or victory but realized that Albrecht already has his fist
held up.  I could switch out Albrecht’s  and just have his arm down by
his side (I think that would still work for him – his presence alone
signifies power).  Any thoughts?

 

Tribe Sketches, Batch Three, Steve Prescott

And it’s a new week and so that means more sketches from Steve Prescott for the 2-page Tribe spreads. Lots of good feedback from the previous ones and so I hope to hear more from you folks on these pieces. One thing though: there’s no need to add snark to your comments on this work we’ve been presenting- please try to remember that Steve (and any of the other artists) are paying attention here, so you have a chance to really get your ideas across to them. Don’t waste that for a cheap dig- at best, they’ll ignore you, at worst they’ll stop reading everybody’s posts. And that being said: the vast majority of your posts have been useful, courteous, and thought provoking- thanks!

Here are Steve’s notes:

uktena.  You asked for a cherokee lean but I was having more fun with zuni and hopi – with a touch of some cherokee.  The cherokee ref I found (despite all my books about native americans) was surprisingly bland.  I mean, it was cool but it was almost “generic” indian-looking stuff.  Anyway, if you want me to pull back on the hopi look, I can – just let me know!

 

Silverfangs and Stargazer.  Hope you don’t mind – I took some very
slight liberties with Albrecht’s armor – just to make it look good
here in this piece.  It is essentially the same components – I just
changed a little of the designwork on them.

One little note – I think I’ll paint the falcon on the Silverfangs piece separate (instead of the overlap as to combine it into one vignetted shape).  That way, you can move it around to where it would work best according to page layout and text wrapping, etc.

 

Ron Spencer Sketch for the Children of Gaia

Just in time for the weekend, here’s a sketch for the Children of Gaia full-page piece by Ron Spencer. When Ethan and I discussed this originally, the idea of a CoG who would tear apart a group of enemies in order to allow life to grow seemed a pretty strong one, and I really like how Ron put this together to show that aftermath of brutality for a cause that is so WtA.

 

Prescott Sketches: Batch #2

Thanks so much for your comments on the first batch of Steve Prescott sketches for the Tribe two page spreads- keep your thoughts and ideas coming folks- we’re listening. And because you didn’t come here to listen to me chatter, here’s Steve’s notes and then the art:

Once again, some of these have feet running off the page – they’ll be
fully drawn.    Unicorn will be a light sunny golden color behind the
running wolf.  Red Talon will have a primitive griffon in background -
haven’t worked out Shadowlord totem yet – Let me get back to you on
that.

 

First Sketches From Steve Prescott!

Here are the first of Steve Prescott’s sketches for the Tribe two-page spreads. I really don’t have a lot to say here, Steve is truly the master of the Tribes and his beautifully designed Tribe full page pieces for WtA Revised are still a high-water mark for depictions of our Garou. Steve does point out that he’s working on incorporating the totems more fully:

Rich- here’s four that are essentially fleshed out.  I ran out of
paper space and so a couple of them aren’t drawn all the way to the
feet but they’ll be included, of course.

Also, I haven’t included totem animals yet – other than as motif on
their weapons or whatever.  The Get guy has two wold heads on his
hammer but I can add a simple stylized wold head shape in the
background easy enough.  Striders has an owl topped staff.  Wendigo
has nothing so far (any ideas?!).  and Fianna only has antlers on his
shoulder armor but I thought of putting a stag head either on his
little axe (running off the bottom part) or on his other shoulder
armor.  Of course, I could put it as a simple graphic in the
background, too.

But, what do you folks think?