Character Hooks
Dec 30, 2017 3:31:42 GMT
Post by The Northern Lights on Dec 30, 2017 3:31:42 GMT
These are some things that might be cool and unique to this game that a character could be built around. Check it out if you're looking for some interesting things to flavor your PC with that might not be possible in other games.
White Howlers
A dead tribe. They are not a playable tribe. However, the unique situation of Iceland and the way it was colonized by humans and Garou alike makes it one of the most likely place to find any kind of un-corrupted or original information about the White Howlers. Celts and Vikings of all varieties were some of the groups that originally came to Iceland, and that included some with pictish heritage. Over time they've been folded into the Fianna, perhaps after their connection to their totem was lost, or perhaps because most of them left to join their Tribe's suicidal dive into the Wyrm. Its hard to say, the history is muddied. Still, for a character interested in the White Howlers and their lore, Iceland is a great place to begin a search for more information about the history and downfall of this tribe. It may be that the secrets about their rituals and their ways are not quite so impossible to discover here.
Uktena
Iceland was more or less an uninhabited rock when it was colonized by Vikings and Celts. However, that is not the case for nearby Greenland, which is a primarily Uktena-controlled region. Most of these Uktena are of Inuit heritage. Uktena have relatively good relations with the werewolves in Iceland, as they are the Fenrir and Fianna semi-preserved as they were before they started invading the Brothers' American homelands in the west. It is not uncommon for Uktena to come back and forth through Iceland, and they are generally well received. The isolation of Iceland and its connection to the ... uncorrupted history of some of its tribes make it an interesting place for Uktena to learn new secrets for their totem.
Umbral Travellers
Iceland is a relatively safe place to begin some seriously Umbral journeys (insofar as that is ever safe). Because the influence of the Weaver and the Wyrm is minimal in much of the Sept of Light on Ice, characters interested in some hard core quests into the Umbra, discovering or strengthening their spiritual side, or even recovering from Harano by absorbing abundant Gnosis and the simple existance of Gaia's untouched beauty in the Westfjords may be attracted here.
Spirit Quests
Spirits can give Garou all kinds of interesting quests. Tying into above umbral travelling idea, and that of hidden histories of White Howlers, Get, or Fianna, Garou with a quest to go into deep parts of the Umbra or learn things about certain histories might find themselves in Iceland.
Just Born That Way Baby
And of course, your character can be from Iceland. This is encouraged, as it makes much more sense for the chronicle. Iceland, for all its interests, is not a big hub for anyone - mortals and Garou alike. Fianna and Get of Fenris characters are strongly encouraged when going this route. There just aren't many of the other tribes that are natively from Iceland, though a case could be made. Characters from this Sept can have all the associated backgrounds. NPCs from their sheets will become Sept NPCs pending some discussion with the ST (this is true for non-natives too, but especially for those with existing connections here). Make sure all of these things are fleshed out, NPCs created from character story are what makes the game live.
Adventurers At Heart
Characters in this chronicle should really be explorers in some sense of the word. Homebodies and people warming their chairs really aren't going to do well here. Just like a character in DnD needs a reason to be out doing the dangerous work of plumbing tombs, characters in this game need a reason to investigate, examine, question, and explore the world around them. There simply isn't much to do at home, guys. Home is a fishing village. This is true for both native and foreign Garou. This goes beyond character concept into general player planning; part of the ten minute background is outlining goals and directions for the character. We'll be looking at this part of the background together carefully, and matching it up to the themes of this game. Don't worry, I'll help you with this part, since I know more about the story and things you can hook into. Just be aware that 'I'm a Garou' is not a motivation in and of itself. Keep adventure in mind, and you'll do fine - this isn't the sort of game where Elders have the luxury of hoarding all the glory and renown - there is simply too much to see and do and you will be utilized by the Sept as long as you are open to it.
White Howlers
A dead tribe. They are not a playable tribe. However, the unique situation of Iceland and the way it was colonized by humans and Garou alike makes it one of the most likely place to find any kind of un-corrupted or original information about the White Howlers. Celts and Vikings of all varieties were some of the groups that originally came to Iceland, and that included some with pictish heritage. Over time they've been folded into the Fianna, perhaps after their connection to their totem was lost, or perhaps because most of them left to join their Tribe's suicidal dive into the Wyrm. Its hard to say, the history is muddied. Still, for a character interested in the White Howlers and their lore, Iceland is a great place to begin a search for more information about the history and downfall of this tribe. It may be that the secrets about their rituals and their ways are not quite so impossible to discover here.
Uktena
Iceland was more or less an uninhabited rock when it was colonized by Vikings and Celts. However, that is not the case for nearby Greenland, which is a primarily Uktena-controlled region. Most of these Uktena are of Inuit heritage. Uktena have relatively good relations with the werewolves in Iceland, as they are the Fenrir and Fianna semi-preserved as they were before they started invading the Brothers' American homelands in the west. It is not uncommon for Uktena to come back and forth through Iceland, and they are generally well received. The isolation of Iceland and its connection to the ... uncorrupted history of some of its tribes make it an interesting place for Uktena to learn new secrets for their totem.
Umbral Travellers
Iceland is a relatively safe place to begin some seriously Umbral journeys (insofar as that is ever safe). Because the influence of the Weaver and the Wyrm is minimal in much of the Sept of Light on Ice, characters interested in some hard core quests into the Umbra, discovering or strengthening their spiritual side, or even recovering from Harano by absorbing abundant Gnosis and the simple existance of Gaia's untouched beauty in the Westfjords may be attracted here.
Spirit Quests
Spirits can give Garou all kinds of interesting quests. Tying into above umbral travelling idea, and that of hidden histories of White Howlers, Get, or Fianna, Garou with a quest to go into deep parts of the Umbra or learn things about certain histories might find themselves in Iceland.
Just Born That Way Baby
And of course, your character can be from Iceland. This is encouraged, as it makes much more sense for the chronicle. Iceland, for all its interests, is not a big hub for anyone - mortals and Garou alike. Fianna and Get of Fenris characters are strongly encouraged when going this route. There just aren't many of the other tribes that are natively from Iceland, though a case could be made. Characters from this Sept can have all the associated backgrounds. NPCs from their sheets will become Sept NPCs pending some discussion with the ST (this is true for non-natives too, but especially for those with existing connections here). Make sure all of these things are fleshed out, NPCs created from character story are what makes the game live.
Adventurers At Heart
Characters in this chronicle should really be explorers in some sense of the word. Homebodies and people warming their chairs really aren't going to do well here. Just like a character in DnD needs a reason to be out doing the dangerous work of plumbing tombs, characters in this game need a reason to investigate, examine, question, and explore the world around them. There simply isn't much to do at home, guys. Home is a fishing village. This is true for both native and foreign Garou. This goes beyond character concept into general player planning; part of the ten minute background is outlining goals and directions for the character. We'll be looking at this part of the background together carefully, and matching it up to the themes of this game. Don't worry, I'll help you with this part, since I know more about the story and things you can hook into. Just be aware that 'I'm a Garou' is not a motivation in and of itself. Keep adventure in mind, and you'll do fine - this isn't the sort of game where Elders have the luxury of hoarding all the glory and renown - there is simply too much to see and do and you will be utilized by the Sept as long as you are open to it.