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Gray Wolf Tribe

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The Gray Wolf Tribe were Uthgardt barbarians who had a characteristic every single member shared: under the light of the full moon, they all turned into savage werewolves.[3]

HistoryEdit

The legacy of the Gray Wolf Tribe was thought to have begun when they accepted refugees from fallen Gauntlgrym into their fold.[3]

Guul Shatterneck and his bandits once unwisely attacked members of the Gray Wolf and took them captive, not thinking to study their prey first. Come the next full moon, the Gray Wolf escaped and tore their captors apart.[4][5]

In 1372 DR, the Gray Wolf ancestral mound was the Raven Rock.[6]

ReligionEdit

The Gray Wolf beast totem mutated the curse over time as they embraced the savagery inherent in it and they all turned into werewolves, despite their ancestors.[7] Any Gray Wolf who did not wish to share the curse would be cured within a year after leaving the tribe.[2]

ReferencesEdit

  1. Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 94. ISBN 0-7869-2835-2.
  2. 2.0 2.1 2.2 slade, Ed Greenwood, Julia Martin, Steven E. Schend, Paul Jaquays, Steve Perrin (April 1996). The North: Guide to the Savage Frontier (The Wilderness). (TSR, Inc), p. 17. ISBN 0-7869-0391-0.
  3. 3.0 3.1 3.2 Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 95. ISBN 0-7869-2835-2.
  4. BioWare (2002). Trent OsterBrent Knowles, James Ohlen. Neverwinter NightsAtari.
  5. Obsidian Entertainment (2006). Chris AvelloneFerret Baudoin, J.E. Sawyer. Neverwinter Nights 2Atari.
  6. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 168. ISBN 0-7869-1836-5.
  7. Paul Jaquays (1988). The Savage Frontier. (TSR, Inc), p. 24. ISBN 0-88038-593-6.

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