Tribes of the Savaun

Tribes of the Savaun Attributes

Level: 6
Laws: Magic, Mad Science, Psionics
Playable Races: Human
Connection to the Strange: The edges of this recursion are violently churning areas of chaos, making crossing directly to or from the Strange extremely dangerous, the equivalent of fighting a level 8 creature. One just has to go far enough, high enough, or deep enough to find the edge.
Connection to Earth: No known gates.
Age and Size: Juvenile Recursion, Developed Recursion
Spark: 5%
Trait: Tribal Affinity, choose +2 to distribute among your pools.

What A Recursor Knows About Tribes of the Savaun

All tribes are essentially the same except for distinctive markings to tell one another apart. They hate each of the other tribes, always preparing to attack, recovering from the last battle, and readying to defend. War has always been the way of life for each tribe, but to each tribe a special boon grants tribesmen dominion in their ways of war.

You know the markings of your enemies.

A volatile raging sky reminds you of your anger and pushes 15 Tribes in their constant conflict.

A recursion of pitiless brutes, primal casters, war spies, mammoth hunters, poison tenders, and lore minders, lead by a Pinnacle Chief, the prime of each tribe. This is a primitive recursion in a perpetual cycle of war. Perhaps up to 1-2% of the population have the spark and are able to survive.

To leave a tribe is banishment. To join another tribe is death. No tribe will accept another tribesman as one of their own.

The 16th Tribe of Namoon, discovered or noticed by only those with the spark. It is the only tribe not in the cycle of war, independent, and seeking to understand the recursion they live in. The Namoon are members of other tribes that have awakened from the mundane to think for themselves. They are the ones that survived the journey to the Namoon forest. Namoon are mostly banished members from other tribes.