Uktena in Shadowfall | World Anvil
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Uktena

Composed of the broadest base of cultures and considered one of the more "primitive" groups of Garou, the Uktena are also masters of the dark and forbidden knowledge. The Uktena were one of the original tribes, or Pure Ones, who were the first to settle North America. Of the Pure Ones, they were known as "Older Brother". Legends tell that the early Uktena had traveled before to the Pure Lands after they were called by Gaia, and later returned to bring their brother-tribes, the Croatan and Wendigo, with them to defend the land. The Uktena were one of the original tribes, or Pure Ones, who were the first to settle North America. Of the Pure Ones, they were known as "Older Brother". Legends tell that the early Uktena had traveled before to the Pure Lands after they were called by Gaia, and later returned to bring their brother-tribes, the Croatan and Wendigo, with them to defend the land.

Tribal Trait - Tied to the Land

Uktena have a strong connection to the land they were raised in. Due to this their tribal trait is active regardless of the amount of Rage they posses. The Uktena have the following modified Rage Table:  

Background

All Uktena follow the rules bellow during character creation:
  • Tribal Totem: Horned Serpent - Uktena
  • The Dispossessed: Your character has to be part of a native culture with strong ancestral ties to the land (Native American, Gypsy, Aboriginal). Add a Specialization for said culture to your Empathy and Insight Skills.
  • Umbral Tie: Add a 2 Point Bonus to all Social Rolls when interacting with Banes. Whenever you receive points in corruption you double the final amount. 
  • Spiritual Roots: Start the game with an additional Level 1 Rite. 
  • Gifts of the Uktena: Chose a single permanent Level 1 Uktena Tribal Gift for your character to possess.

Camp

A Uktena may chose to belong to one of the following Camps within his Tribe. This is an optional choice the character can take and should really only be taken by characters of Rank 2 or greater.  

Bane Tenders

One of the oldest camps, the Bane Tenders are dedicated to keep the great Banes that the first Uktena bound in their Caerns asleep.
  • Bonus: Change the Umbral Tie Background to - Add a 2 Point Bonus to all Social Rolls when interacting with Banes.
  • Negative: Start the game with 1 Point of Corruption.

Earth Guides

The Earth Guides see themselves as the preservers and rediscoverers of traditions. While they will seek to preserve any threatened human culture, some focus more on the Garou side, memorizing traditions of Lupus-born Garou or even those of the Fera.
  • Bonus: Add a specialization to your Occult and Academics Skill - Garou or Native History.
  • Negative: Whenever you fail to preserve a piece of Native or Garou History you lose 1 Point of Wisdom.

Path Dancers

The Path Dancers seek to master additional forms of magic, like Sorcery, for the use against the Wyrm.
  • Bonus: Add a 1 Point Bonus to all rolls relating to Gifts.
  • Negative: Reduce your Permanent Rage rating by 1.

Scouts

Originally messengers between the Three Brothers, the Scouts of the modern nights work to keep the disparate elements of the tribe in touch with each other.
  • Bonus: Start the game with 3 dots in Contacts - Uktena and/or Wendigo (distributed in any manner).
  • Negative: Your calling is to deliver news and messages between the two remaining Pure Tribes. Failing to do so will reduce your Honor rating by 3 dots.

Raiders

The Raiders focus on retrieving lost secrets from the hands of Wyrmspawn, be they Black Spirals, vampires, or even more sinister forces.
  • Bonus/Negative: Lose the Umbral Tie Background. 

Skywalkers

The Skywalkers travel the Umbra to seek powerful spirits that they can bind into Fetishes to use against the Wyrm.
  • Bonus/Negative: Change the wording under the Umbral Tie Background to -  Add a 1 Point Bonus to all Social Rolls when interacting with Nature Spirits. Whenever you receive points in corruption you double the final amount.

Web Walkers

Close allies to the Glass Walkers, the Web Walkers seek the secrets of the Weaver and modern technology for use against the Wyrm.
  • Bonus: Add a 1 Point Bonus to all Social Rolls when dealing with members of the Glass Walkers Tribe or Weaver Spirits.
  • Negative: Change the wording in the Umbral Tie Background to - Whenever you receive points in corruption you double the final amount.

Wyld Children

Wyld Children often wander solitarily, seeking communion with Gaia by isolating themselves in the last places with strong Wyld resonance.
  • Bonus: Start the game with 2 dots in Spiritual Heritage. This can be raised further with your points in Advantages.
  • Negative: You suffer a 1 Point Penalty on all Social rolls.

Society of the Bitter Frost

Rumored to be the result of a pact with the Black Spiral Dancers, the Bitter Frost seeks to reclaim the lands stolen by the Europeans by any means necessary. To this end, they draw upon dark Gifts granted by servants of the Wyrm.
  • Bonus: You may use Level 1 Black Spiral Tribal Gifts.
  • Negative: You start the game with 1 Point of Corruption and treat all your Renown as 0 for the purposes of Social Bonuses when dealing with any Garou not of the same Camp.

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