1. Venues

The Five Tribes

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Blood Talons — Suthar Anzuth

"Nu Sum Ghumur Nu Su Ghid" — Offer No Surrender You Would Not Accept


Firstborn

Renown

Gifts

Sacred Prey

Fenris-Ur

Glory

Inspiration, Rage, Strength

Other Uratha


The Tribe

The Blood Talons are violence incarnate. Every hunt is a prelude to the clash of fang and claw and the inevitable killing blow. Every conflict is an opportunity to overcome, to crush the opposition and scatter them to the winds. They are the beasts in every werewolf movie ever made: ravening, savage, cunning.

But the Blood Talons are more than mindless attack dogs. They are an army, and an army has no use for soldiers who can’t think on their feet. The pack is everything — if a conflict of loyalty arises between pack and tribe, you side with your pack, every time. Unit cohesion is priority one, because the things you hunt run in packs too.

The Prey

Sacred Prey: Other Uratha — Forsaken and Pure alike

The Hunt

Blood Talon hunts are studies in group dynamics. They observe their prey’s pack, identify the weak links, and strike where cohesion breaks down. Every hunt is also a test of the hunters themselves — a failed hunt is a lesson learned, a successful hunt is a story to tell.

Nicknames: Berserkers (informal), Destroyers (among spirits)

Concepts: Pack enforcer, war leader, combat instructor, rival-hunter, duel arbiter


🐺 Wolf-Blooded Kin: Fenris-Ur’s Blood (••)

Effect: 8-again when crafting or wielding silver weapons.

The Destroyer Wolf’s kin are forged for battle. A Wolf-Blooded with this Merit carries the Suthar Anzuth’s legacy of violence in their very blood — they instinctively know how to shape and use the weapon that all werewolves fear. They are the ones who maintain the pack’s silver arsenal.


❄ In The Last Frontier

Blood Talons in Anchorage face a unique challenge: their sacred prey includes any Pure still lingering from Alaska’s previous rulers. The wilderness here means that pack-on-pack confrontations happen in frozen backcountry where retreat is impossible and the cold kills the hesitant. A Blood Talon’s understanding of group tactics is the difference between a clean kill and a frozen corpse.

Bone Shadows — Hirfathra Hissu

"Su A Sar-Hith Sa" — Pay Each Spirit in Kind

Firstborn

Renown

Gifts

Sacred Prey

Kamduis-Ur

Wisdom

Death, Elements, Insight

Spirits and other ephemeral beings


The Tribe

The Bone Shadows are keepers of secret wisdom, explorers plumbing the depths of the Shadow and of otherworlds stranger still. They understand the laws that govern those worlds, and they know the rites that punish the things that would violate them.

They are the hermits in the wastes, possessed of secrets that claw at the mind. They are shamans and intercessors, for the things they hunt cannot be slain by fang and claw alone. Their gazes pierce obfuscation and self-denial, and they see the things you love and fear above all others.

The Prey

Sacred Prey: Spirits and other ephemeral beings

The Hunt

A typical Bone Shadow hunt plays out more like an investigation. Even figuring out what the quarry is can be a challenge. Once identified, unearthing its bans and banes requires careful observation and diligent research. Forearmed with knowledge, the hunters ensure the killing ground is well-prepared.

Nicknames: Seekers (within tribe), Spooks (informal), Binders (among spirits)

Concepts: Shadow cartographer, exorcist, occult fixer, Underworld explorer, speaker for the dead


🐺 Wolf-Blooded Kin: Kamduis-Ur’s Blood (••)

Effect: Roll Intelligence + Occult to create a sigil that traps a specific ghost for hours equal to successes.

Death Wolf’s children carry the instinct to bind and contain the restless dead. A Wolf-Blooded with this Merit is the pack’s first line of defense against ghosts — they can buy time when spirits of the dead threaten the territory while the Uratha prepare a permanent solution.


❄ In The Last Frontier

The Bone Shadows are critical in Anchorage. The Gauntlet wounds from the 1964 earthquake are spiritual scars that bleed strange entities, and the permafrost seals things that predate the Sundering. A Bone Shadow must contend with ancient spirits that have no names in the First Tongue and an ecology warped by extreme seasonal shifts. Their oath to pay each spirit in kind becomes terrifyingly literal when the spirits of this land demand payment in flesh and memory.

Hunters in Darkness — Meninna

"Nu Mus Halhala" — Let No Sacred Place in Your Territory Be Violated

Firstborn

Renown

Gifts

Sacred Prey

Hikaon-Ur

Purity

Nature, Stealth, Hunting

The Hosts (shartha)


The Tribe

The Hunters in Darkness hold their territories sacred in a way other tribes do not understand. It is the land in which the Meninna are supreme, the apex predators. Theirs is an ancient legacy borne proudly in their savage hearts.

Where other tribes focus on specific types of prey, the Hunters focus on the territory itself. Every locus, every trail, every sacred place is theirs to defend. They are silent and terrifying, invisible until they wish to strike, and then the story of their Rage is a quiet, intimate thing.

The Prey

Sacred Prey: The Hosts (shartha) — the spider-hosts (Azlu) and the rat-hosts (Beshilu)

The Hunt

The Meninna make every hunt a chase through territory they know intimately. They use the land itself as a weapon — dead ends, natural traps, chokepoints. The Hosts are their particular obsession, those blasphemous mockeries that ape Father Wolf by eating their way through the Gauntlet.

Nicknames: Wardens (within tribe), The Fear of the Night (traditional)

Concepts: Territorial guardian, locus keeper, Host-hunter, wilderness ranger, sacred site defender


🐺 Wolf-Blooded Kin: Hikaon-Ur’s Blood (••)

Effect: See in total darkness without penalty. If any one sense is denied, gain +2 to rolls with remaining senses.

The Black Wolf’s kin are creatures of the dark. In a tribe devoted to territorial vigilance, a Wolf-Blooded who can see in total darkness is an invaluable sentinel — the one who watches the loci during the long nights, who notices the Beshilu gnawing at the Gauntlet before anyone else does.


❄ In The Last Frontier

In a land where winter brings 18+ hours of darkness per day, the Hunters in Darkness are in their element. But Alaska’s territory is vast and merciless. A single Meninna pack cannot patrol the thousands of square miles of wilderness surrounding Anchorage. The Hosts here are adapted to extreme cold — Beshilu nest in permafrost cavities, and Azlu spin webs across frozen ravines that shimmer like ice crystals. Vigilance here is a war of attrition against an enemy that never sleeps.

Iron Masters — Farsil Luhal

"Kul Kisura Udmeda" — Honor Your Territory in All Things


Firstborn

Renown

Gifts

Sacred Prey

Sagrim-Ur

Cunning

Knowledge, Shaping, Technology

Humans


The Tribe

The Iron Masters know that change is the only constant. The world tomorrow might only resemble today’s world in passing. They ever search for ways to master their realm. Where other tribes cling to ancient traditions, the Iron Masters ask: what works now?

Iron Master Renown is Cunning for a reason. They infiltrate human power structures, manipulate social dynamics, and dismantle threats from the inside. Their hunts target humans and human organizations that threaten the territory — not with claws, but with leverage, information, and precision.

The Prey

Sacred Prey: Humans — their organizations, structures, and conspiracies

The Hunt

An Iron Master hunt might involve no combat at all. The target is a corrupt city councilman redirecting funds away from infrastructure that protects a locus. The hunt involves surveillance, social engineering, and a carefully orchestrated takedown that looks like politics, not predation.

Nicknames: Adapters (within tribe), Fixers (informal)

Concepts: Tech specialist, social engineer, political operative, urban strategist, cultural infiltrator


🐺 Wolf-Blooded Kin: Sagrim-Ur’s Blood (••)

Effect: Add Safe Place dots to Crafts/Computer rolls for traps and security; gain 8-again on those rolls.

The Red Wolf’s kin are builders and defenders of the den. In a tribe that hunts through human systems, a Wolf-Blooded who can fortify the pack’s physical infrastructure is priceless — they wire the security cameras, build the safe rooms, and design the alarm systems that keep the territory secure.


❄ In The Last Frontier

Iron Masters in Anchorage face a unique irony: the city is modern, but its infrastructure is fragile. One bad winter can collapse supply chains. The oil industry, the military bases, the tourism economy — all are human structures that shape the territory’s Resonance. An Iron Master here must understand that “honoring your territory” means understanding the pipeline politics, the military deployments, and the climate science that determine whether Anchorage thrives or dies.

Storm Lords — Iminir

"Nu Si Gid Namtar" — Allow No One to Witness or Tend Your Weakness


Firstborn

Renown

Gifts

Sacred Prey

Skolis-Ur

Honor

Dominance, Evasion, Weather

The Claimed


The Tribe

Presence and power mean everything to the Storm Lords. They must stand as giants among their kin. To their enemies and to their rivals alike they show no weakness. Storm Lords hold themselves to a higher standard, such that when anyone looks upon the face of the Uratha, they see a fearless wolf.

If the Iron Masters’ motto is “adapt or die,” the Iminir’s would be “improve or perish.” They need to be better, always, to be worthy of Father Wolf’s legacy. This need can take many forms — developing the skills of the hunt, throwing themselves into dangerous situations just to see if they can survive.

The Prey

Sacred Prey: The Claimed — humans or animals possessed by spirits

The Hunt

Storm Lords prefer caution and intelligence-gathering before the kill. They push the prey into extreme environments to hamper it: a fire-spirit lured into a freezer, a desert-Claimed chased into an aquifer. They are experts at finding the weak, the isolated, the vulnerable — the kinds of people spirits seek to possess.

Nicknames: Winter’s Teeth (within tribe), Alphas (informal, often resentful)

Concepts: Pack alpha, spirit exorcist, Claimed-hunter, leader by example, ecstatic ordeal survivor


🐺 Wolf-Blooded Kin: Skolis-Ur’s Blood (••)

Effect: Cannot be subject to the Urged Condition. No supernatural ability can force you to show weakness. You appear strong and vital up to the moment of death.

Winter Wolf’s kin carry an unbreakable core. In a tribe that hunts the Claimed, a Wolf-Blooded who literally cannot be Urged is both shield and bait — they can walk into situations where spirits would try to ride them and come out untouched, drawing the Claimed into the open where the Uratha wait.


❄ In The Last Frontier

The Storm Lords worship Winter Wolf, and Alaska is Winter Wolf’s country. The Iminir here practice their ecstatic ordeals with genuine Arctic extremity — not refrigerated trucks in Bangkok, but naked immersion in glacier-fed rivers at 20 below zero. The Claimed are a serious threat in Anchorage, where isolation and desperation make people vulnerable to spirit possession. A Storm Lord here hunts in her Firstborn’s own hunting ground.