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The Wild Clans

The Wild Clans. Honor, tradition, wilderness. Sixty-seven kin-groups; one understanding.

Survivalists and monster hunters.

Philosophy

Harmony through patience. Survival through wisdom. Loyalty to the trail.

The Long Story

The Wild Clans are not a nation. They are sixty-seven extended kin-groups who share a border, a calendar, and a profound mutual irritation. They have not been at war with each other in eleven generations, which is the longest peace any of them can remember. Their tracking is exemplary. Their hunting is patient. Their dealings with city-folk are correct, brief, and resented on both sides.

The Wild Clans scene

History

The Long Walk of 612 -- the same winter that founded the Iron Kingdoms in the south -- drove the Clans into the upland forests they hold today. The Iron Kingdoms have, to their credit, never pursued. The Clans have, to their credit, never raided. The two realms maintain twelve treaty-markers along the border; the Clans repaint them every spring; the Iron Kingdoms repair them every autumn. Nobody has signed anything in ninety years and nobody seems to mind.

How They Fight

Skirmish, ambush, attrition. The Clans do not field armies; they field territories that have become hostile to the wrong people. A dragon that flies above a Clan forest will arrive at its destination tired. A dragon that lands in one will arrive nowhere.

How They Live

Patrilineal in three clans, matrilineal in fifty-two, gender-irrelevant in the rest. Songs are sung in the round, mostly at midwinter and after a long hunt. Funerals are held above ground. Tattoos are diagnostic of clan, not status. The Clans share food more often than they share words.

Known Figures

  • Lyra Swiftwind

    Scout, retired field

    Of the Threadlands Clan. Writes letters home every twelfth day and does not send them.

  • Mother Tey

    Tracker-elder

    Sixty-four years old. Has counted dragons by their flight-shadow since she was nine. Records on birchbark.

  • Doral of the Fens

    Marsh guide

    Two missing fingers. Eats with the other hand. Knows the bog roads Murex's shamans use.

Bonuses

  • ++2 Tracking
  • ++2 Endurance
  • ++1 wilderness survival
  • +Companion animal at start

Weaknesses

  • -2 Charisma in walled cities
  • Locked out of many city shops

Starting Reputation: Unknown

Likely beginnings: Threadwall · Three Springs (Clan-side) · Briarquay · the high lodges

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Day 183
the second-watch, the work-hard hour