
Ahwatan details
Bloodline Traits
- Vitals Adjusted: Gain +1 to any Vital of your choice.
- Popular Classes: Any.
- Languages: Ahwatan, Trade.
Adapt on the Fly
Once per Rest, after an Ahwatan fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.
Adaptable Skills
When a Story Milestone is resolved, an Ahwatan may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.
Physical Characteristics
- Height: Males commonly stand 155–190 cm; females commonly stand 150–180 cm.
- Weight: Males commonly weigh 50–100 kg; females commonly weigh 45–90 kg.
- Maturity and Lifespan: Ahwatans reach physical maturity around 18 years and typically live 70–90 years.
- Eye Colour: Most commonly brown, very dark brown, or amber.
- Hair: Most commonly black or dark brown, frequently worn long and tied with beads, feathers, or woven cords.
- Unique Traits: Skin tones vary widely, with tan to deep brown tones common. Painted or tattooed Coyote and Spider Woman motifs may record a vision quest, family history, or spiritual calling.
History and Current Status
- The Sundering left Ahwata unstable, forcing its people into nomadic tribes led by spiritual guides able to navigate the shifting land.
- Shaman-leaders harnessed Coyote’s trickster magic to manipulate reality and protect their people.
- Today, Ahwatan tribes use their knowledge of the fragment’s instability to guide and protect their own people and travellers.
- As spiritual mediators, they maintain balance between the physical world and the spirit realm.
Personality Traits
- Adaptable and Resilient: Ahwatans thrive in an unpredictable environment and adjust quickly to change.
- Protective and Wary: They fiercely protect their traditions and distrust disruptions to their delicate balance.
- Resourceful and Cunning: Inspired by Coyote, they use ingenuity and trickster-like cleverness to outwit adversaries.
Cultural Traits
- Values: Harmony with nature, adaptability, and respect for ancestral spirits, guided by the teachings of Coyote and Spider Woman.
- Social Dynamics: Nomadic tribes are led by shaman-guides who interpret the fragment’s shifts and lead their people through its instability.
- Traditions: Vision quests, smoke and drum rituals, and dances honouring the Great Spirit and ancestors connect them with the spirit world.
- Religion and Beliefs: Stories of Coyote’s cunning teach survival and balance, while Spider Woman’s weaving of life inspires persistence as she struggles to keep the fragment intact.
Relationships With Neighbours
- Ceibans: Kindred spirits who exchange herbal knowledge and rituals.
- Crannach: Cooperative allies joined by shared rites and knowledge of nature and spirits.
- Boabans: Distrustful neighbours whose conflicting views of land ownership cause skirmishes.
- Igdrasans: Strategically sceptical; wary respect leads to alliances of necessity.
- K’aan: Wary guardians; K’aan venom unsettles Ahwatans, who cautiously guard their sacred lands.
Step 2 of 2
Choose your Ahwatan Origin
Your Bloodline establishes what you inherited. Your Origin establishes the life you lived before adventure. Compare these three, then open one for its complete starting package.
01Nomadic GuideRaised by nomads, I learned to drive tribal wagons, read the land, and guide travellers through shifting terrain.
- Background: “Raised by nomads, I learned to drive tribal wagons, read the land, and guide travellers through shifting terrain.”
- Narrative Prompt: “What part of my homeland do I cherish, and how do I protect it?”
- Starting Skills (Level 1 each):
- Beastcraft: Knowledge of travel animals.
- Piloting: Driving tribal wagons and sledges through shifting terrain.
- Survival: Navigating and reading landscapes.
- Starting Equipment:
- Travelers’ Tunic: Sturdy ordinary clothing; it is not armour.
- Compass: Ignore Disadvantage caused solely by poor orientation when making Survival checks to navigate.
- Dried Rations: Three days of lightweight food.
- Starting Resources:
- Barter Goods: Travel trinkets worth 4 Dritch to an appropriate buyer.
- Modest Currency: 11 Dritch.
- Role-Playing Traits: Deep respect for nature, wary of strangers, protector of the Ahwatan homelands.
02Ahwatan Shaman’s ApprenticeGuided by a shaman, I learned ancient arts and how to connect with the spirit realm.
- Background: “Guided by a shaman, I learned ancient arts and how to connect with the spirit realm.”
- Narrative Prompt: “What spirit teachings do I hold most dear, and how do they guide me?”
- Starting Skills (Level 1 each):
- Medicine: Proficient in healing and natural remedies.
- Occult: To interpret spiritual signs and read omens.
- Performance: Conducting spirit rites and ceremonial invocations.
- Starting Equipment:
- Herbal Pouch (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
- Beaded Necklace: A recognised apprenticeship symbol and spirit-working focus; it grants no bonus by itself.
- Water Flask: Carries one day of water for one character under ordinary conditions.
- Starting Resources:
- Sacred Tokens: Spirit-working items worth 4 Dritch to an appropriate believer or practitioner.
- Basic Currency: 8 Dritch.
- Role-Playing Traits: Respects the spirit realm deeply, values tradition, seeks Coyote’s guidance.
03Tribal ScoutAs a tribal scout, I learned to detect land changes and guard Ahwatan borders.
- Background: “As a tribal scout, I learned to detect land changes and guard Ahwatan borders.”
- Narrative Prompt: “What drives me to protect my people, and how do I assess threats?”
- Starting Skills (Level 1 each):
- Observation: Detecting border changes, tracks, and threats.
- Ranged: Proficient with long-range weapons.
- Stealth: Skilled at remaining unseen.
- Starting Equipment:
- Bow and Quiver: A Bow with 20 arrows.
- Camouflage Cloak: In matching natural terrain, the wearer may attempt Stealth while stationary even without full cover.
- Smoke Pouch (2 uses): Expend one use before a Stealth or Influence check to create a plausible visual diversion and make that check with Advantage. The smoke provides no lasting cover and causes no damage.
- Starting Resources:
- Tradeable Goods: Tribal goods worth 4 Dritch to an appropriate buyer.
- Minimal Currency: 6 Dritch.
- Role-Playing Traits: Wary of outsiders, loyal to the tribe, values sharp observation and quick responses.