" Whether it be a head-busting Ahroun soldier, a scar-carving Theurge blood mage, or an iron-fisted Philodox judge, you will find yourself inspired and searching for a spare character sheet in order to write up your next Werewolf character. "
Title: Tribebook: Get of Fenris Revised by White Wolf
Format: Werewolf: the Apocalypse Tribebook
Reviewing Monkey: Genghis Kong
The Hype: An update modernizing the Get of Fenris after the release of Werewolf Revised, this book follows the trend of Revised Tribebooks by adding greater depth and culture. The question is are we looking at improvements or clutter?
What This Monkey Thought...
Story and Drama: White Wolf never fails to deliver in the arena of story and atmosphere, as their games are centered around the depth and history of their setting. Get of Fenris has all of this and more, going into great detail to discuss the history and culture of Gaia's strongest (and most arrogant) tribe. The book lays the groundwork for Fenrir history, showing a past deeply steeped in the annals of Norse mythology and Viking lore. Among the information detailed is their formation under their progenitor-Totem Fenris, the wars against Wotan and their reasons for being a tribe, all the way up to modern days when the consummate warrior tribe deals with its widespread population and the general dislike of the Garou nation (who are seen as weak by the Fenrir, who seem not to like anyone by the way they speak of them). Some interesting and long-overdue updates to the tribe's psychology enter into the mix, including the destruction of the Sword of Heimdall camp and the tearing down of the Get image as racist neo-Nazis. For those of you not "in the know," the Fenrir were originally presented as a tribe which was (essentially) made up of white supremacists, and if you weren't of Norse or Germanic heritage, you were a mongrel. The Sword of Heimdall was the literal neo-Nazi camp of Fenrir, who purported this nonsense. Finally, this shameful (and bothersome) quirk of Fenrir society has been removed, and players can actually take a huge sigh of relief as one of the most nonsensical and unfortunate tribal flaws is taken out of the equation. Overall, the book gives a sense of boundless rage, with the Fenrir fighting against the Wyrm in the final days. I believe this quote from the book says it better than I ever could - "Ragnarok is coming, and we shall surely fall… but our passing shall make the very sky shake, and the very earth rumble under our feet!" Powerful words from a powerful tribe. 5 out of 5.
Layout and Presentation: Get of Fenris Revised is laid out in a very straightforward and sensible fashion according to standard White Wolf production - opening fiction, tribe history, society and culture, character creation/rules, and templates/significant players. The standard Werewolf borders are in place, pleasing to the eye, and the background Garou glyphs thrown in behind significant text are always a cool touch. The title fonts used for Werewolf products these days are likewise pretty cool, and make reading the book pleasant. The books has all the proper layout effects and typesetting designs to make it a pleasant read. While slim on the artists, the book is by no means slim on the artwork - the familiar cover by Steve Prescott & Sherilyn Van Valkenburgh is nonetheless still a great piece, depicting Karin Jarlsdottir in Crinos wielding her Jarlhammer. Ron Spencer has drawn all of the chapter heading full-page pieces, and they are among the best of his impressive repertoire that I have ever seen, full of punch and beauty. Kieran Yanner and Jeff Rebner round out the art of the book, drawing some very detailed and eye-catching images, and making the book an artistic success. You will find yourself taking a second look just to see your favorite picture again. 5 out of 5.
Playability: What Get of Fenris Revised has done is take a tribe that was already fairly playable but which had mass appeal to powergaming twinks and alter their culture just enough that now even the die-hard roleplayers want in on the action. It does nothing less than prove to you that the Get of Fenris are everything they say they are; superior to every other tribe in every way and the true heroes of the Garou Nation. Whether it be a head-busting Ahroun soldier, a scar-carving Theurge blood mage, or an iron-fisted Philodox judge, you will find yourself inspired and searching for a spare character sheet in order to write up your next Werewolf character. The book is highly playable, and even long-time haters of the Fenrir will be forced to admit that the tribe has it where it counts when they've given it a read. 4.5 out of 5.
Desired Content: If you want to know anything about the Get of Fenris, this is your book. The historical details are all here, and actually make for an interesting read, and the cultural updates will bring a tear to the eye (especially when you see they've gotten rid of those damnable Sword of Heimdall bastards!). The heroes of the Get are actually interesting and compelling (and in some cases, familiar), and a few of the templates are intriguing enough to merit a play. But where this book really shines is the section on new Tribe Gifts. There are, among many fantastic powers, at least three Gifts and two Rites that no true Fenrir should ever be without. There are no true letdowns on the content end of the equation, as Get of Fenris Revised delivers the goods on all fronts. The only thing it seems to be lacking is a decent Merits & Flaws section - I mean, come on, only three? You guys can do better than that! 4.5 out of 5.
|If this book does not make you love the Get of Fenris and everything they stand for, there is something well and truly wrong with you. Gaia's greatest warriors, shown in all their wrath and glory, fighting tirelessly against the minions of the Wyrm in the name of Fenris - it just doesn't get much better than that. This is what Werewolf chronicles are made of.|
The Good: Everything you could ever ask for in a Tribebook…
The Bad: …except a good selection of Merits & Flaws.
The Overall Ugly: The strongest supplement for the strongest Tribe of Gaia's warriors- hands down.
What it's Worth: A steal at the $14.95 market price.