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In Fenris' Name The Get of Fenris are much maligned by the other tribes. They're called bloodthirsty, intolerant, stubborn, savage even for werewolves. The Get know the other Garou dislike them, but they don't care. The Get of Fenris aren't here to play politics. They're here to make whatever sacrifices they must to win the war against the Wyrm. They're warriors, every one -- warriors with a cause. Nothing else matters. Never Compromise, Never Surrender The next in the series of revised Tribebooks, Get of Fenris delves into the culture of the Nordic and Germanic warrior-tribe. Their society, their history, their greatest weapons and their deepest shames are all laid bare. For those seeking to create the finest warriors in the World of Darkness "RM" or those looking for heroes as crafty as Raven and swift as Otter, Get of Fenris has what you're looking for.
Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.Tribebooks contain vital character information for players and Storytellers.
The Garou confront a dangerous beast in the heart of Serbia and find they must gain information on the beast through blighted lands.
The Hand That Offers Peace There is no peace in the World of Darkness "RM," but the Children of Gaia would change that. From the tribe's origins in Mesopotamia to their hidden efforts in the war-torn modern world, the Children have always tried to promote healing and unity. As werewolves, they know it's their duty to fight the last battles of the Apocalypse -- but their love of life is their strength. Gaia willing, it won't prove a weakness as well. And the Claw That Protects It The next in the revised Tribebook series examines the Children of Gaia -- the werewolves that strive to heal as well as kill, protect as well as destroy. This expanded and revised edition outlines all the strengths and weaknesses of the tribe, from their vast healing powers to the conflict between their desire for peace and the instincts that drive them to hunt and slay.
Legends that Inspire This pair of stories examines the power and danger inherent to the legends of the Garou. In Tribe Novel: Children of Gaia, a vicious Bane has grievously wounded the metis known as Cries Havoc by stealing part of his spirit. Now Havoc's packmates must travel into the Umbra on a quest to make him whole again. In Tribe Novel: Uktena, the Galliard Amy Thousand-Steps is confronted by the Wyrm-tainted Silver Fang Arkady. The exiled Arkady wants an object that will aid him on his downward spiral, and the young Uktena must keep it from him at all costs.
Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting Garou hold dearest: Gaia, the Earth itself. Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads. Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage. A complete reference to the savage and deadly weresharks.
The World Of Darkness role-playing games from the White Wolf Game Studio are at the cutting edge of the science fiction/fantasy media world. Their Vampire universe, featuring Gothic-punk storytelling where each character strives to control the beast within, is the basis for the novelization of Dark Prince (December 1994).