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roguemetal
2012-12-25, 02:51 PM
Spirit of the Twelve Tribes

"Each man woman and child in these lands possesses a power that is unique and untamed. It is for this reason our unity is forever in question, and why we who are gifted with foresight must provide an example for the rest of the world." -Qian Emperor Liang to his son Bao



Table of Contents
What is Spirit of the Twelve Tribes?
The Lengthy Introduction
Backstory (needs rewriting)
The Tribes
Game Machanics (WIP)
FAQ

What is Spirit of the Twelve Tribes?
Spirit of the Twelve Tribes is a light-hearted but deeply political campaign setting designed for 3.5 with serious emphasis on creating a nigh-utopian society with a difficult past, and a diverse and unique set of characters to fill it. The twelve tribes refers to the origination of the twelve peoples who inhabit it, each possessing unique abilities as they relate to their gods, and isn't as generic as it sounds. Apply to it a spiritual emphasized setting inspired by the Han Chinese Empire, an industrial kingdom based off the American Wild West, and a secretly sorcerous kingdom in the sands based on 10th Century Arabia and myths of Shangrila. The whole setting is filled with purposefully campy references to popular fiction and myths meant to superficially cover a serious and in depth storyline.

The Lengthy Introduction
(This section was written prior to the tribes, and may need re-writing)
The spirits exist both in this world and in the next, holy creatures who bestow great wisdom of the world that lies beyond death. Their affects are believed to be present only in the afterlife, similar to worshipping any god in this modern age, but with a dichotomy. They each tell of marvelous places where the lands are much greater than here, and each tribe has a different paradise in death.

Also in existence are the twelve peoples of the twelve gods of the world who exist to maintain balance in the world through a well maintained unity. Only the Xiadi seem to serve no purpose. These people are mostly divided into small towns and villages that exist in or near the desert, or have mixed with society so much as to lose their heritage.

In this world are three main kingdoms and an empire, though the people may not see it that way. The largest part of land is owned by the empire of the north.

The central empire consists mostly of the Qian and is headed by a royal family and their vassals. The entire land has a deep faith in divination that comes from the stars as their gods’ form of communication. The emperor is a dynamic and commanding leader who does not ignore his people. His empire runs from the sea to the east, to the forests of the west, and the land north of the southern mountain range. There is no limit to his power in the north, but far north is a deadly mountain range, home only to a few of the Fujin. The extended empire, crossing what was once several separate territories, is a conglomerate of nearly all twelve peoples. Cities towns and villages throughout the territories have varying levels of commitment to the empire, based on how they were established during the last war. There are even places left neutral by the initial conquest of the region which have impunity from the empire’s laws and customs. In addition, the empire has a non-involvment policy regarding the customs of the individual peoples in their empire, and holds no restriction on religious practice. Trade booms under the breadth of the empire, including a minor slave trade of war criminals and outcasts from the western lands while trade of southerners is strictly forbidden. Inspiration for this Empire comes from the Han dynasty of China.

The southern kingdom is ruled by a king and an elected council of eight who embody the mentalities of the four peoples that live there. The council is put in place by popular vote from the heads of each town, creating a pseudo republic. Laws there are strict, and each people, considered clans here, have equal representation and in return adhere to all of the republic’s standards. There is however, a great deal of racism against the *name of peoples* who were the first power of the region. The south holds an uneasy peace with the empire, which ended the last war upon taking much of their territory. Still, there is trade between the nations, but armed men from the empire are not met with kindness, nor are those belonging to foreign lands immune to the laws. Inspiration for this empire comes from the Yuan dynasty.

The west is considered a single kingdom, but has no clear head of power, as states are divided between support of two separate factions. Leaders gain power mostly through military conquest, and the small tribes of the wastes that make up the kingdom of the whole each harbor resentment toward one another for feuds of the past. The current Caliph of the kingdom is *name goes here* who claims all the land of the desert sea and canyon. He rules through wealth, a monopoly on goods, and the strong exertion of power. He cares little for the land beyond the sands, subsisting on the dark arts and a network of skilled Xiadi working in the shadows to maintain life in the wastes. Outside in the sands, however, law has none to govern it, and there are many self proclaimed Caliph who send men into foreign lands.

Backstory
Many years ago the land was divided into small tribes, each governed by a separate god.

Each tribe had their own distinct purpose, and so each thrived off the other’s success.

As tribes grew at different rates, many of the tribes sought to increase their power, beginning a time of wars.

This warring period continued for years until even more divisions of power were born into the world, creating more fighting. Some of the tribes escaped across the sea while other tribes were eradicated from history altogether.
At the end of the warring period, the land was split into twelve parts, each one held by a single tribe.

Then one of the tribes with a larger territory than others began the production of iron, and gained control of all the known world.
Then came the great storm, which awoke the spirits of the past and caused mankind to dwindle under the reign of powerful demons. But then the gods granted these people a new chance, instilling their people with power, and a number of heroes rose up, to fight back against this threat. The time of heroes, wherein man and beast continued to fight continued for many years until the demons are banished through portals of their own design.

The period of peace that followed marked a time of learning and understanding amongst the people, and many of them sought to uncover what was lost. It was a great time of learning, and it fostered great interest in the secluded and nomadic people who had maintained their civilizations through this time.

The people of iron were the first to realize their strength from the past, and used it to exert power on the regions around them, hoping to reclaim their glory. At the same time, a central kingdom to the north was experiencing an age of overabundance and prosperity from trade. This was also the time of the first Attorach, put to rest by a minor conjunctive effort between three kingdoms.

Then came the people from across the sea. Having avoided the time of heroes, they possessed no interest in the spirits, and merely sought to steal trade. Their time however was short, as two unities rose to oppose them. One alliance resisted from the north consisting of eight territories, and one from the south consisting of six territories.

The alliances did not subside following the threat from the east as they had to also control invasions from the west, and a second Attorach was born. The central kingdom of the northern alliance, although mostly safe from the invasions yet fighting on two separate fronts, started a loose conquest of the region. They decided to unify the people under their law. It was done with intent to better control rule of the region and ensure the protection of its people. The alliance quickly yielded, and warlords rose throughout the lands.

Thus began the first Grand war. Realizing their power the warlords sought expansion and looked to the south. The southern alliance fought back well against it northern allies, and through a harmony of six autonomous nations, managed to do much more than the individual states were capable of in driving them back. The war was concluded when the south yielded a false front and let their invaders fall into a trap within the mountain range, forcing them further into their territory from behind. With hostages, the first northern empire yielded, signing a treaty of peace.
A third Attorach born in the contested territories lost to the south marked a change in the nature of northern kingdom to better enforce its’ border. The Attorach was nonetheless quickly destroyed, being born onto land that was once a battlefield.

The second Grand war came soon after. The northern people outside the central state, struggling under an unheard of dynastic rule began a series of rebellions which the southern peoples saw as an opportunity for conquest. But as this happened there was an exchange of power inside the central state, and the new emperor saw a means to all the lands he desired by utilizing the power of star divination, and foreseeing the outcomes of his actions. He sent dignitaries to speak with a number of the southern lords who were in alliance with the rebellions, and settled to their demand of driving out the prior warlords from their lands. In exchange, they would help them take all the lands to the south.

They went on to create an unlikely alliance with the people from the east, and unified, they took all of the south. However, the emperor, instead of asking for surrender, kept the far south as a tributary of the north, granting its’ citizens all the rights of a northern citizen. They then followed by granting the traitorous southerners the territories of the south contested in the first Grand war to be run under their rule. This transition was made through running the warlords who still slept within the region entirely out of the south. Thus in the eyes of the people of those regions the traitors were in a way heroes of their people.

Peace returns to the lands once again, and the peoples of all lands are content with the protection the north provides. Though a number of warlords remain at large, most of them have been wiped out. The central empire has signed treaties with each people offering the assurance of the central state that they will directly intervene to stop the abuse of any government authority in their respective regions, and that the neutralities since respected will continue to be so respected under their new government.

Backstory For DM Eyes Only
Unknown to the people of this world is that back when demons ruled the land, their heroes had not banished the demons but merely lead these people to new lands. Somewhere, lost in the magic of the portals their original lands still exist, and so too do the demons still flourish. The demons took control of a single central world, while the portal leads to eleven others, each land belonging to a different people, and each land experiencing minor prosperity, but requiring sacrifices to their demon overlords, who appear before them only once every full moon.
Furthermore, though the portals are indeed one means to the twelve original worlds, they are in fact linked through death. The spirits of the new world are artifices set up by the heroes to turn the land of death, which was once home to the demons, into their own world. Through death, man experiences two cycles of life. One in their original world, and one in the new world. The stars of the new world are linked with those of the last, and are thus able to convey information about people from their first life in their next.
Sorcery in the current world is in fact the ability to draw power from the previous world, available to either side. This is the primary reason for the prosperity of the empire but also the cause of the desert. Some of the desert people are aware of this trend, and have invented a method to draw power from the world around them instead, so as not to impact the next, and hopefully in turn reduce the stress upon the desert in the future. Their knowledge however, is limited to trial, error, and speculation. There are some people from the lands to the east who tell tales of a journey across the stars to their present locale since they escaped long before the time of heroes, and didn’t lose so much of their history in the process. Of course, to those people legends are nothing but embellished stories.
The gods require some explaining as well. There are in fact not twelve but thirteen gods. The gods are reborn to a person under their sign once every hundred thirty years, but only to a body that exists in their world. The gods are reborn in cycle, so that one of the thirteen gods are reborn every ten years. The Attarrach, appearing once every hundred thirty years is in fact a god of the world that the peoples have moved to, but without a demon as a host, its’ powers are limited. Similarly the demons have, without fail managed to destroy each other god at the moment of its birth, and thus prevent the end of their reign.

The Tribes
The twelve tribes are the Qian, Fujin, Sheopad, Fujin, Qian, Paitor, Totemi, Ijada, Ancera, Hexim, Xiadi, and Lonestar.

Qian
Qian are the proud people who encompass the largest denomination of people in the north, and are the heads of the Qian Empire. The Qian vary substantially based on regional context, and are fully capable of adapting to almost any environment. Qian born into the central state of their Empire experience extreme social class divisions, but rarely do the people complain. This is because the noble Qian way of life is built entirely around their mastery of divination and foresight so as to create a truly ideal culture. Wisdom and undertanding are well known as the virtues which all Qian are expected to reach, but they formally exist in name alone. Qian of the central state tend not to be physically competitive, though they do participate in challenges of the mind and physically intensive unified activities. Institutes for learning are one of the major accomplishments that Qian hold above other tribes. Qian society as a whole, however, is a mixing pot of cultures. They have adopted customs from every culture they have conquered, and created for themselves what they consider the best of all worlds. Still there are many Qian living amongst other tribes who appear more in tune with another culture than their own.

Fujin
Fujin are a peaceful agrarian people that are often encountered in places isolated from the rest of the world, and often in places meant to defy nature. Their people are monastic, with little sense of individual family, instead growing up in communes. Many Fujin wear a cloth that floats of its own accord, meant to represent the Fujin’s enlightenment and connection to the spirits of the wind which protect them from storms. Fundamental to the Fujin way of thinking is the belief that enjoying life is not nearly as important as preparing oneself for the next life. Material wealth is rarely of interest to Fujin, as they wholly believe in living by their own skills. The crafts that the Fujin do practice include poetry, calligraphy, paper-making, dance, and the mystic arts. The Fujin’s writing system is in fact the basis for the modern Qian language, and those who chance to see the craft of the Fujin masters consider their calligraphy superior to all other cultures. The Fujin also possess the oldest records of the known world to date within extensive archives and collections of ancient artifice, which they protect carefully and collectively for posterity alone. Dragon orbs are the most common of these items, integral to the summoning arts which Fujin alone are believed to possess.

Sheopad
The Sheopad are a simple people who have almost no history of confrontation in their past. Sheopad have tendencies to be relaxed, deep thinkers and contemplative, but also to be lazy and sedated. Sheopad live off the land, as farmers and ranchers, following in their parents footsteps. They also make relatively good doctors, fisherman, and diplomats thanks to their infinite patience. Only a handful of Sheopad each generation are born with any sort of drive to reach beyond their given role, but that new role in turn is passed down to the next generation, and there are many more traditional Sheopad who scoff at the new occupations. Most other cultures regard the Sheopad’s simple way of living as a testament to their wisdom, though many who go to Sheopad for help are often find themselves overwhelmed by the Sheopad’s way of life. Sheopad are hereditarily religious, but don’t always follow their rites depending entirely on their mood, though there isn’t a Sheopad who doesn’t know them. Their prayers are far more than mere rite, and are the source of a power made to protect those around them. Perhaps for this reason the Sheopad stick closely together in communities that tend to ostracize others who don’t share their faith.

Hamurai
Hamurai are debatably the strongest of the tribes physically. Their large stature and unbelievable feats of strength have made their people openly more competitive and headstrong than any other people. Hamurai are usually relatively talkative with an affinity for bad comedy. Hamurai generally reside in the Southern Kingdom, and have mostly taken the role of enforcers of the peace for their nation. Hamurai all follow strict rules of conduct which vary greatly depending on where they come from, and equally causes many conflicts between themselves let alone the other tribes of the world. Hamurai have been and still are a militant people. Most make their living as farmers, metal workers, and heavy laborers, while the lucky actually make a living as warriors. For Hamurai, hair is one of the most important parts of their culture, as one’s hairstyle stands as a statement of one’s individuality and is the source of their incredible surges of strength. A Hamurai with short hair is considered disgraceful, and any action taken against their hair is an insult liable of confrontation.

Tatu
Tatu are a creative people whose skills with crafting manifests in every facet of their life. Their cultural heritage is rich with a great number of varying traditions, customs, creeds, and their colorful patterned attire is a reflection of those principles. Tatu vary from being social animals to loners, and since the time that the Tatu empire fell over 300 years ago, the Tatu have expanded to all parts of the known world. Many Tatu possess a relatively unique ability to produce from their body, or otherwise manipulate, the forces around them through their sheer will. It is believed this ability is inherited from dragons, and they worship them for it. Their other name, the Iron Lords, is a derogatory term referring to their time as the ruling nation, having been the first tribe to craft iron for war. The lands central to their once strong nation are situated in the now Southern Kingdom, and they share power with the Hamurai and Sheopad. Though iron is still among their repertoire in the present age, their crafts tend to concentrate on the construction of structures, textiles, consumables, and functional goods. They are masters of performance as well. Their traditional dances, theater, and sports have great popularity among many of the tribes. Firechucking, koga, and shogi have even gained dedicated followings.

Paitor
Paitor are a people whose honorable existence has been entirely determined by their innate mastery of rotation. This has lead the Paitor in the common age to take the role of transporters and engineers, given their ability to operate clockwork better than any other. Paitors are greatly relied upon by the Qian, and most Paitor are proud to be of service to another. Their faith is that of ancestral worship, tracing their family lineages back to heroes that existed before the age of heroes. Most traditional Paitor adorn themselves with a perfectly round shield and a wide brimmed hat of iron sharing a similar shape. Paitor warriors are natural defenders, taught the art of the shield to defend the weak from the world’s threats and to understand the necessity of standing one’s ground. From a young age Paitors learn the trade of their father or mother to one day surpass them. The day a Paitor exceeds their parents in skill is the day they have become an adult. After that, most Paitor stubbornly continue the tradition of their parents as a matter of pride, but there a great number of Paitor who decide to forge a new path in life. Paitor often come in conflict with the Lonestars of the east whose industrial technology, built to make life easier, is in direct opposition to the Paitor belief that mastery of machines requires hard work and the improvement of oneself.

Totemi
Totemi are the animalistic, shamanistic people of the jungle, and the closest of all the tribes to the natural order. Totemi culture is rich with music, tradition, and spiritual ritual, but is unadvanced in all other accounts. Each Totemi is linked to a sacred animal spirit which watches over that Totemi, and empowers them with the animal’s qualities. Many traditions are built around competition and coordination between Totemi of different animal totems, and Totemi commonly address one another by animal name. Totemi lead a very free-spirited existence taking most of what they eat and wear from nature, and often carry the majority of their possessions on them, which usually amounts to very little. Though they are usually very friendly, their customs are considered primitive to most other peoples and so tend to be disregarded. Where they appear in cities they are often hired for manual labor. This is especially true of Bull, Ram, Turtle, Gorilla and/or Tiger Totemi, as they possess outstanding physical strength and endurance. Their clothes are designed to represent their personal animal totem, or totems as some Totemi warriors and druids are blessed to have many. They are most at home in the forest and the wild, and are rarely seen outside of tropical climates.

Ijada
Ijada are an adept and varied people who are spread to all corners of the world. The Ijada of old were a nomadic people, and because of it, the Ijada rarely have communities to call their own, instead settling in communities amongst others. This is not to say the Ijada have in any way lost their culture, as they have regular meetings in secretive locations year-round to keep the old traditions alive. In these small groups the Ijada learn the balance of the world and the tongue of the beast. They share stories of great monsters, and hunt to capture the most dangerous creatures of the world. All Ijada know monsters and many learn to tame, raise, and breed them. This has led to the production of many unique animal bi-products, but also has a history of putting Ijada in conflict with other tribes.. Casual analogies to obscure beasts fill Ijada conversations, and Ijada hunters wear clothes made from the hides of monsters they personally defeat. Ijada are excellent trackers and trailblazers, and even complacent Ijada ranchers display some capability to fight. Ijada believe in something they call the great balance, which refers to the population of any one species of monster to the next, and is something they constantly seek to maintain.

Hexim
Hexim are the divine protectors of cursed instruments. In the Empire, Hexim serve as elite informants, spies, and occult warriors. Hexim are naturally resistant to curses and possession, making them invaluable in the constant war against the Xiadi. Hexim are divided into three major orders, the Order of the Crane serving the emperor’s brother and South allies; the Order of the Phoenix serving the emperor directly; and the Order of Wu serving the Empire disenfranchised. Many more Hexim choose not to associate themselves with an organization, and with the extensive skillsets they are taught in youth, easily find a niche. Growing up, Hexim are taught to think on their feet and to pride ingenuity and cleverness over all else. At the age of fourteen they are granted a cursed item which will stay on their person until death or until the curse has been suppressed by their will. Cursed items, while usually harmless to Hexim, are incredibly dangerous to many others, so Hexim have adopted a custom of identifying themselves with a headband while such an item is in their possession. Hexim who fall to the possession of their cursed items are removed from the organization, and the cursed item is retrieved. Other tribes view the Hexim as a necessary evil, a people shrouded in secrets to wage war against those who dwell in darkness.

Ancera
Ancera are a peaceable and sharing people who make masterful hunters and bowmen. Ancera communities were once divided as nomadic clans, living mostly off the land and the hunt. For a while they were historically raiders, using their early mastery of horsemanship and the bow to take what they wanted without giving time to react. Their traditions of hunting as both sport and rite of passage have been passed down, and their skill with a bow and mount remains at the heart of their culture. However, most of the Ancera clans have settled down, making homes for themselves in territories with either a lush environment, or a high position from which to survey the lands below. Ancera differ greatly in appearance, as they have few qualms taking what they need from any source. In fact, in their circles it is considered disrespectful to not offer what is desired. Anything considered valuable to the Ancera they often hide or tuck away, and some of these objects are truly mundane, only valuable for their inheritance and rarely does value equate wealth. Clothing is usually made from the skins of animals they hunt, prepared by those who have outgrown their prime and those of the younger generation. The Ancera have great respect for their personal family clan, and for those who unite them. Ancera who have lived under the Qian or Southern States have ignored many of these customs, but often still retain respect for their clan and the hunt.

Lonestar
Lonestar are the most advanced of any people from an industrial standpoint, and simultaneously the weakest culturally. The Lonestar come from a small nation to the east, having escaped from the mainland many centuries ago during the hero wars. Life revolves around the concept of business and wealth, not because Lonestar are greedy, but because money is the one true offering to the stars. In exchange for wealth they are blessed with impeccable fortune. As such, those with good business sense, and a good capitalistic mind tend to rise and be respected in Lonestar society. Much of their society is driven by the need for new products and the desire to own land, leading to the invention of mass produced devices such as the rifle and steam engine. However, much as they have progressed with mechanical science, their society is close to anarchical. At the top lies those who have the luck to claim power in an organization only referred to as The Industry, which governs Lonestar society with taxation and a strict criminal system. However, much of the east is barren land, and The Industry operates mostly in cities, leaving most of the land barren. For this reason many Lonestar learn to use their machines to defend themselves, and when they discovered the Empire only a century ago, there was no shortage of Lonestar that jumped on the opportunity. Their return was at once impressive and jarring, as their mechanical prowess, military strength, and business culture each in turn threatened to absorb the rest of society. For a while Lonestar were seen as enemies until the Xiadi became a greater threat. Since then treaties and negotiations have been signed forbidding the Lonestar from holding enterprises in Imperial or State land, though they are free to support and create independent businesses to the benefit of all peoples.

Game Mechanics

There are some minor changes that need to be made to 3.5 before this campaign setting can function. To begin with, detect magic, detect evil, and similar spells can only be used to detect the auras of magical objects and not other spells, except at DM discretion. Detection magic simply doesn't exist, which is why Qian foresight is considered as potent as it is. Spells and casting should be limited to reflect the nature of the people that are using them, and the utility spells for each should have their flavor changed. For example, a Tatu casting a fireball does so with a punching movement, while an Ancera using a fireball will call to their ancestors and fire their bow which erupts in flame. Remember the changes are superficial, and even though the punch isn't accompinied by draconic words, there is still a verbal component.

Races are exclusively human, but tribal adjustments apply in addition to the human bonus.

Languages
Paitor
Totemi
Sheopad
Ancera
Qian
Xiadi
Hamurai
Tatu
Eastern
Water-speak
Flame-speak
Mountain-speak
Sky-speak
Swamp-speak
Earth-speak
Longtongue
Yin
Yang

Abilities of Each Tribe

Paitor Abilities
Choose +2 to Str or Con
Counterturn (Ex) All Paitors start with Counterturn. This ability may be activated as an immediate action when the Paitor is hit with a melee attack but before damage is dealt. The Paitor then gets a free shield bash attempt on the attacker, and they must make a Fort save DC 10 + Str + half the Paitor’s level, or become dazed until their next turn. While this ability is not expended, the Paitor gains the benefit of the improved shield bash feat. If the Paitor already has this feat, the Paitor deals an extra 1 damage per three levels of Paitor on a successful shield bash.

Deflection (Su) At third level the Paitor gains the ability Deflection. This ability negates a single projectile or ray based attack aimed at the Paitor. The attack is then redirected in the direction of the Paitor’s choosing. This ability is usable once per day as an immediate action before a hit is confirmed. Area of effect attacks that have the Paitor in the range of effect are not reflected back, but the Paitor may activate this ability to take half damage from the source, and any defenders behind the Paitor relative to the source of the damage also take half. The redirected ray or projectile uses the same attack and damage rolls as the one who used it. While the Paitor has not yet used up this ability, he gains a +2 deflection bonus to AC against ranged attacks and a +2 deflection bonus to reflex saves. The Paitor must be using a shield to use this ability or gain the bonus.

Discus (Ex) At fifth level the Paitor gains the ability Discus. The Paitor can throw their hat or shield as a ranged touch attack once per day. This attack does 2d6 + Str + Dex damage. While this ability has not been used up, the Paitor can use his shield or hat as a 1d6 throwing weapon of returning.

Totemi Abilities
+2 to knowledge nature and survival
Totem Power (Su) All Totemi start with the ability Totem Power. As a free action 1/day for 1 hour per level at a time, the Totemi invoke the power of one totemic animal they choose. While in this form the Totemi receive a -2 penalty to Charisma and Intelligence but gain an inherent bonus based on the table below. In order to invoke the Totem Power the Totemi must equip and merge with the mask of their totemic animal. Equipping a mask is a standard action and switching masks is a full-round action. Once invoked, the mask merges with the totemi to make them anthropomorphic. At level 3 and 5, the Totemi gain one extra use of this ability. For each extra use the Totemi gains, they may choose one more totemic animal. Totemi gain a +2 bonus on all checks to deal with their favored animals.

Bird +2 spot, fly average 30ft for 1 round at a time, +1 round per 5 levels
Buffalo +2 Str, +2 Con, -2 Cha, -2 Wis
Cat +2 Dex, considered small size, low light vision
Chameleon +4 hide, +4 disguise, +4 climb
Deer +2 Dex, +10 ft speed, -2 Con
Dragon 15ft cone breath attack: 1d6 fire per three levels once per minute
Lion +2 Str, Pounce, -2 AC
Ram +2 Con, +1d6 damage on charge
Serpent +4 bluff, Constrict 1d6, Improved grab, bite attack 1d6 + Str, no weapons
Crocodile +2 grapple, hold breath in water equal to 4 times Con
Tortoise +2 Con, DR 2/-, -10ft speed
Tiger +2 Str, Rake

Sheopad Abilities
Choose +1 to any two mental abilities, and +2 to handle animal
Warding (Su) All Sheopads start with Warding. As a full round action once per day, the Sheopad creates a ward around a touched target. This ward grants a divine bonus equal to the Sheopad’s Cha(minimum +2) to AC for all allies within 10 feet of the target. The ability lasts for 1 round per three levels, until the Sheopad is no longer within 60ft of the target, until the Sheopad ends the effect, or until the Sheopad loses consciousness. The warding ability does not affect the Sheopad who cast it, only all other allies including the target. While this ability has not been used up, the Sheopad grants any one ally a +1 divine bonus to AC, chosen at the beginning of each round.

Force Block (Su) At third level the Sheopad gains the ability Force Block. Once per day as a standard action Sheopad may summon an invisible wall within 30 feet of them. The wall is a 5ft high, 5ft thick and is 5ft + 5ft per Sheopad level long, with a hardness of 15 and HP of 5. The wall remains on the field for 1 minute or until dismissed. While this ability has not been used up, the Sheopad gains a +2 divine bonus to detect invisible objects and creatures.

Calming (Su) At fourth level the Sheopad gains the ability Calming. As a standard action once per day the Sheopad may affect all people, animals, and magical beasts within 10ft with a calm effect, as the spell calm creatures. This is a mind affecting ability and can be negated by passing a Will save of half the Sheopad’s level + Wis + 10. While this ability has not been used up, the Sheopad gains a +2 divine bonus to saves against fear and mental compulsion effects, and +4 to defend against intimidate checks.

Ancera Abilities
+2 Dex, +3 to spot and ride
Bright Arrow (Sp) All Ancera start knowing Bright Arrow. This ability enchants any one arrow the Ancera touches into a bright arrow. When fired from a bow, the bright arrow is considered a ranged touch attack, and creates a 10ft radius area of bright illumination where it strikes, lasting 1d6 rounds before the effect disappates. Creatures within the area of the arrow’s illumination when it hits must make a Fort save 10 + half the Ancera’s level + Cha, or become fascinated for 1 round. Creatures immune to precision damage are immune to this fascinate effect. The bright arrow does an extra 1d6 per two levels piercing damage to the target of the attack. Before being fired the arrow of light can persist no longer than an hour before the enchantment dissipates. This ability is usable once per day as a standard action. While this ability has not been used up, the Ancera gains low-lightvision out to 60ft, and the Ancera may choose to imbue their arrows with light as the spell of the same name with a duration of 1 minute.

Volleyshot (Ex) At third level the Ancera gain the ability Volleyshot. The Volleyshot is an area of effect ranged attack. As a standard action once per day the Ancera makes one attack against each of the targets in a 10ft radius. The center of the attack must be at least 30 feet from the Ancera, and the Ancera must still have line of sight to initiate each attack. This can be used in conjunction with rapid-shot or many-shot but only against one target in the round. While this ability has not been used up, the Ancera gains a +1 inherent bonus to attack with bows.

Vitalshot (Ex) At fifth level the Ancera gain the ability Vitalshot. Once per day as an attack action the Ancera makes a ranged attack with their bow that deals normal damage and inflicts the target with slow as the spell of the same name. The Will save to negate is equal to half the Ancera’s level + Dex + 10. While this ability has not been used up, this ability triggers whenever they confirm a natural 20 critical with a bow.

Qian
Qian have a +2 bonus to diplomacy and intimidate
Qian choose any one skill to become a class skill at first level

Clarity (Su) All Qian start knowing Clarity. Once per day as an immediate action the Qian may reroll any one failed saving throw with a +4 bonus to the roll. The Qian makes this save only after the initial results are determined and must accept the new roll, even if the results are worse than the original. While this ability has not been used up, the Qian gains a +1 insight bonus to any one saving throw, chosen at the beginning of each round.

Know Truth (Su) At third level the Qian gains the ability Know Truth. This ability is a unique aura that the Qian emanates in a 10ft radius. Any creature within the radius is affected as though by a zone of truth spell, DC 10 + half the Qian’s level + Wis. This ability is usable once per day and lasts for 1 minute per two levels the Qian obtains. While this ability has not been used up, the Qian gains a +2 insight bonus to all sense motive checks and appraise checks.

Prepared (Su) At fifth level the Qian gains the ability Prepared. This ability allows the Qian to reroll a miss or force an opponent to reroll a successful hit against the Qian once per day. The Qian must use this ability before damage is rolled, and must accept the new roll even if it is more detrimental than the original. While this ability has not been used up, the Qian gains a +2 insight bonus to any one knowledge skill, chosen at the beginning of each day.

Xiadi
Xiadi are not ideal for a player class and should be avoided.
Players should not be aware of Xiadi abilities until encountered in game.

Xiadi are constantly under the effect of a Nondetection spell which can be only be dispelled for a minute at a time, DC 15 + Xiadi level. Xiadi take a -4 penalty on diplomacy with other tribes.

Soul Trap (Su) All Xiadi start knowing the ability Soul Trap. Soul Trap, unlike most tribal abilities, grants a bonus only after the ability has been used. Soul Trap captures the spirit of any humanoid killed by the Xiadi, and uses their strength for any number of bonuses. To trap a person’s soul the Xiadi must have killed their opponent from behind or within a magic circle, and requires a crystal for each soul with a value of at least 100g. Once trapped, the Xiadi must perform a ritual to prepare the soul they’ve captured for use. The ritual requires at least eight hours of uninterrupted concentration, but multiple souls can be prepared at the same time. Xiadi must have a separate crystal for each spirit they capture. Captured souls in their crystals can be traded prepared or unprepared.
Using a soul is a swift action which grants one of the benefits from the table below. These abilities are considered to have a DC of 10 + Int + half the Xiadi’s level. The Xiadi can expend a spirit once per day at first level, and gains one more use of the ability at third and fifth level.

Restore 1d6 ability point damage or 2 hp per level to the Xiadi.
Increase movement in low light or darkness by 10ft for 1 minute per level.
Gain darkvision 60ft for 10 minutes per level.
Take a gaseous form for 1 round per level.
Reduce the DR of a touched object by 5 permanently until dispelled.
Raise the effective caster level of any one spell by 2.

Hamurai
Powerful Build (Ex) The physical stature of Hamurai lets them function in many ways as if they were one size category larger. Whenever a Hamurai is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Hamurai is treated as one size larger if doing so is advantageous to him. A Hamurai is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Hamurai can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Tatu
Tatu gain a +2 bonus on all craft and perform skills
Tatu gain +1 to an ability score of their choice.

Tatu have five different paths to explore when realizing their abilities. At first level the Tatu must choose what path they will progress down corresponding to one of the five Wu Xing elements. Based on this, they adopt the surname Mu, Huo, Tu, Jin, or Shui for Wood, Fire, Earth, Metal, or Water respectively. At third and fifth levels the Tatu chooses another of these paths. The Tatu may choose the same path more than once if they wish.
Dragon Seal (Su) Once per day the Tatu may invoke the seal of the dragon. This supernatural ability produces the primary element of their chosen path from their body and modifies all unarmed attacks of the Tatu to +30ft ray attacks for 1 round per three levels. Unarmed attacks deal +1d6 damage of the appropriate type as per the table below. In addition, elemental properties of weapons and spells are converted to damage of this type, although they do not benefit from increased range or damage. The increased range does not allow a Tatu to perform ranged combat maneuvers. This ability is usable twice per day at third level and three times per day at fifth level. While this ability is not expended, the Tatu gain 5 resistance to the specified energy type. Multiple instances of the same path stack resistance for this purpose.

Wood (Mu) Acid
Fire (Huo) Fire
Earth (Tu) Negative Energy
Metal (Jin) Electric
Water (Shui) Cold


FAQ

Q: Why are some of the names left exempt or in conflict?
A: I am very specific with naming, and take some time doing so to reflect the cultures they are part of. As I write I tend to rename them and miss a few things in the process.

Q: What is the Attorach?
A: The Attorach is a creature of legend, a dark spirit of man with great powers. It possesses mortals who fall to great grief, and promises power to them. It fulfills the wish of its chosen, but instills itself with great power in the process, eventually overpowering the host. The chosen of an Attorach is always weak and feeble, often chosen for being thrown from a high position, or one destitute enough to seek power in dark places. The Attorach’s will is to create a world of perfect order, removing the free will of all beings.

Q: Aren't these abilities too powerful for a normal campaign?
A: If you follow my intentions and restrict each class to what the specific people should be capable of it shouldn't be. Otherwise I suggest giving most creatures a few spell-like abilities to make encounters more interesting, though in my mind the majority of opponents should be other humans of the tribes and homebrew spirit-affected creatures.

Q: It says that only the Qian people have divination magic, does this mean I can't use it as other people?
A: That is the general intention, however limiting it may seem. The only exception is the Lonestar, whose technology can be represented as superficially modified magic, and could take from divination if justifiable as a device. Really this is true of other peoples and other restrictions as well. If the flavor can be justified, the spell is justified. But I wouldn't suggest giving Totemi a fire-plant justified fireball. Follow the idea that each people should at the least be the best at what they do.

Q: Is this a weeaboo setting?
A: It could be run as such, but I've designed it to be campy only superficially and actually poke some fun at japanese inspired plot. Hence the Hamurai. At the same time, some of the spiritual influenced fields could be taken straight out of [I]Princess Mononoke or Final Fantasy summoning rites... these may not be included yet.

Q: Is this everything?
A: No, and I will continue updating this as more material is written. Right now my concentration is on five separate campaigns, two that I am running, and three that I am involved in, plus I don't feel like quitting my day job.