Classification: Union // Open

Tribes & Fera

118 records

Random
Name ▲ Kind Source
Aethera InamorataCampW20
AjabaFeraCB, W20
Amazons of DianaCampW20
Ana-gaminCampW20
AnanasiFeraCB, W20
Angels in the GardenCampW20
Anointed OnesCampW20
Bacchantes (or Maenads)CampW20
Bane TendersCampW20
BastetFeraCB, W20
Bitter HexCampW20
Black FuriesTribeW20
Bone GnawersTribeW20
Bringers of LightCampW20
Brotherhood of HerneCampW20
BunyipLost TribeW20
CampsCampW20
Children of CrowCampW20
Children of DireCampW20
Children of GaiaTribeW20
City FarmersCampW20
CoraxFeraCB, W20
Corporate WolvesCampW20
CroatanLost TribeW20
Cyber DogsCampW20
Demeter’s DaughtersCampW20
DesertersCampW20
Dies UltimaeCampW20
DispossessedCampW20
Dying CubsCampW20
Earth GuidesCampW20
Fangs of GarmCampW20
FiannaTribeW20
FrankweilersCampW20
FreebootersCampW20
Get of FenrisTribeW20
Glass WalkersTribeW20
Glorious Fist of WotanCampW20
Gluskap’s LodgeCampW20
Grandchildren of FionnCampW20
GurahlFeraCB, W20
Hand of TyrCampW20
HarbingersCampW20
Heavenly Successors of the Demon-EaterCampW20
HillfolkCampW20
HoodCampW20
HousesCampW20
Imminent StrikeCampW20
Inner PathCampW20
Judges of DoomCampW20
KitsuneFeraCB, W20
Klaital PukCampW20
Lodge of the Predator KingsCampW20
LodgesCampW20
Loki’s SmileCampW20
Lords of the SummitCampW20
Mechanical AwakeningCampW20
Mjolnir’s ThunderCampW20
MokoléFeraW20
Moon-DaughtersCampW20
Mother’s FundamentalistsCampW20
Myeengun’s LodgeCampW20
NagahFeraCB, W20
NuwishaFeraCB, W20
One TreeCampW20
Order of Our Merciful MotherCampW20
OuroboroansCampW20
Path DancersCampW20
Patient DeedCampW20
Philosophical DivisionsCampW20
Random InterruptsCampW20
Rat FinksCampW20
RatkinFeraCB, W20
Red TalonsTribeW20
Revolutionary GuardCampW20
Road WardersCampW20
RokeaFeraCB, W20
Sacred HoopCampW20
Sacred ThreadCampW20
ScoutsCampW20
Secret HoopCampW20
SeekersCampW20
Seekers of the Lost TribesCampW20
Servants of UnicornCampW20
Shadow LordsTribeW20
Silent StridersTribeW20
Silver FangsTribeW20
SisterhoodCampW20
SkywalkersCampW20
Society of Bitter FrostCampW20
SongkeepersCampW20
StargazersTribeW20
SwarmCampW20
Swords of HeimdallCampW20
Swords of NightCampW20
Temple of ArtemisCampW20
TraditionalistCampW20
Trance RunnersCampW20
TricksterCampW20
Tuatha de FionnCampW20
UktenaTribeW20
Umbral PilotsCampW20
Urban PrimitivesCampW20
Valkyria of FreyaCampW20
VisionaryCampW20
Warders of the LandCampW20
WayfarersCampW20
Web WalkersCampW20
WendigoTribeW20
Whelp’s CompromiseCampW20
WhippoorwillTribeBotW
Whispering RoversCampW20
White HowlersLost TribeW20
Wise GuysCampW20
World TreeCampW20
Wyld ChildrenCampW20
Ymir’s SweatCampW20
ZephyrCampW20
Classification: Union // Open Ref werewolf/faction/tribe/uktena

Uktena

Tribe · Werewolf

Werewolf

In the days before the Europeans reached the Americas, the Uktena acted as the wise Older Brother of the three tribes of Pure Ones. Where Wendigo focused on war and the hunt, and the Croatan were more sociable, the Uktena gathered mystical lore to themselves. They settled across the Americas, favoring more southern lands where the rivers they cherish were plentiful.

When the arrival of the Europeans changed everything, and their Kin were much reduced in number, the Uktena chose to adapt. They began to interact with humans of many other cultures, favoring those who kept old animistic traditions or those who had suffered oppression much as the Pure Ones had. Many Uktena bear the blood of former slaves, or people driven from their lands, or immigrants who were shoved into filthy ghettos.

But although the Uktena have learned new hope from their embrace of outside cultures (excepting, of course, the Europeans’), a river of dark bitterness still runs through their hearts. They ally with the rest of the tribes, but keep secrets to themselves. They haven’t forgotten any of the insults and injuries they’ve suffered. And they don’t trust nearly as much as they let on. They still use the word “Wyrmcomer” to describe the Europeans, even if they don’t do it to their cousins’ faces. When there’s a need to cooperate, they’ll do so — but if there’s an opportunity to discreetly settle a particularly painful vendetta, they may find it hard to resist.

Despite the old wounds between the Uktena and most of the other tribes, they are valuable members of the Garou Nation. They have spent millennia communing with spirits to learn obscure occult secrets, bartering quietly with lone members of other supernatural communities (such as the Corax, Nuwisha, and Qualmi), and devising rites unknown even to the Wendigo. The Uktena have mastered more occult mysteries than any other tribe, giving them a notable edge where the mystical side of the war is concerned. However, not all of the secrets they’ve learned are safe.

The Uktena don’t shy away from dealing with things darker and more twisted than Gaian spirits. They have a long history of dealing with true horrors. In their explorations, ancient Uktena uncovered a number of powerful Banes lying dormant below the earth’s surface. They enacted mighty rites to keep these monstrous Wyrm-spirits bound, and for generations the Uktena have maintained the tradition of “Bane Tenders” to watch over these blasphemous sites. Over the ages, the tribe learned more of the Wyrm’s evil than any Gaian Garou should perhaps know.

Yet this knowledge is very useful. The Uktena are masters at discovering Wyrm taint, no matter how subtly hidden. They know the weaknesses of Banes that few other scholars can even name. The tribe’s Theurges are virtually unparalleled, and even their No Moons and Full Moons have a canny knack for understanding the hidden corners of the Umbra. Curiosity is praised as a virtue among the tribe — the cub with the most potential is one who’s hungry to learn. Lupus members are encouraged to ask as many questions as they want to, and as a result learn at an accelerated pace. Their metis are typically held to a harsh standard, yet sometimes even overtake their homid and lupus brethren in mastery of the occult. They have never known a world without mysticism.

These are dark times, and the Uktena’s knowledge of evil offers a constant window to temptation. Garou of every tribe can fall to the Wyrm, and when an Uktena gives in to the whispers from under the earth, he becomes one of the most cunning and dangerous of all the fallen. Other tribes who suspect the extent of the Uktena’s lore cannot help but dread the thought that they may weaken as a group. But while the Uktena have strength and purpose, they continue to strike at the Wyrm using methods and approaches few others could master. They know it well, after all. They know its allure and strength,— but also its tricks, its taboos, and its weaknesses.

Appearance: Uktena Pure Breed often manifests as reddish-black fur, and many have a distinct resemblance to red wolves. The tribe is a peculiar mishmash of Native American and various dispossessed ethnicities, and many members have a penchant for occult trinkets from a wide range of traditions.

Kinfolk & Territory: The Uktena bred with native peoples throughout the Americas, and have brought many other oppressed ethnic groups under their wing. They favor secluded territories, often places that have a bad reputation in local folklore. Many of these places have earned that reputation with ancient horrors bound beneath the land and kept there only by the Uktena’s vigilance.

Tribal Totem: The Uktena is a Native American river spirit resembling a horned serpent with a few pumalike features. Like many water-spirits, it is sometimes tempestuous and sometimes nurturing. Uktena has many water and snake-spirits in its brood, including Feathered Serpents, Sea Serpents and serpentine dragons of Asia.

Character Creation: Uktena value high Mental Attributes, the better to perceive and master their many spiritual advantages. Occult is quite common among the tribe, and Uktena tend to learn rites and pick up fetishes whenever they can.

Initial Willpower: 3

Beginning Gifts: Sense Magic, Sense Wyrm, Shroud, Spirit of the Lizard, Spirit Speech

“We were not given eyes, ears, and a mind so we could stay blind, deaf, and ignorant. You don’t like what you see — but that is exactly why we must look on it.”

Stereotypes

Black Furies: They keep all manner of interesting old traditions that would no doubt be quite useful, if we could simply convince them to share.

Bone Gnawers: Rat’s children know more than they pretend to. Not that much more, but enough.

Children of Gaia: They’ve achieved some real power in healing and purification. They could probably achieve much more if they weren’t so… tentative about other arts.

Fianna: We’ll look after our own lore, thank you. That way we know it’s in trusted hands.

Get of Fenris: Fools who think if they are strong enough, they won’t have to bother to learn anything.

Glass Walkers: A little too specialized to be healthy, but there’s no denying they know tricks we can only guess at.

Red Talons: They can’t indulge their bloodlust all the time. When you catch them in their quiet moments, you can learn some interesting things.

Shadow Lords: Nothing quite gets their attention and respect like reminding them you may know more than they do.

Silent Striders: They must have seen so much in their wandering. I wish they’d share more of their experiences.

Silver Fangs: Subtly remind them of the wrongs we’ve endured, and encourage them to be good kings. They may not be competent enough to manage it, but at least they won’t be malicious.

Stargazers: I respect your insight, cousin, but do you really think that if you don’t pay any attention to the world, it won’t pay any attention to you?

Wendigo: So angry, Younger Brother. If you were anyone else I would fear for you — but you remember the proper ways for now.

Contains

Bane Tenders, Earth Guides, Path Dancers, Scouts, Skywalkers, Society of Bitter Frost, Web Walkers, Wyld Children

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