Saltu- A Jungle Tribe Species

by Oddbrazilian

Search GM Binder Visit User Profile
Saltu

PART I

A Tribal Race

Race: Saltu

The Saltu are a race that live a tribal lifestyle in jungles and forests. They're born with marks over their body that helps them disguise to their environment but their trumph hides in their spiritual connection to something higher. Their traditions create many Barbarians, Shamans, Witches and even Clerics who want to discover more about their origins.

Deep Rooted Origins

The Saltu Tribes are as diverse as flowers in a jungle. The ruins they protect feeds the fable that they have a connection to legendary Animal Lords that have blessed, transformed, or created them. Their ruins are said to hold secrets from many eons ago. Only the most powerful Saltu truly know the truth of their temples, some even say they have access to magic unkown to most archmages in the realm.

Heritage Animals

Little is known about the Animal Lords and how exactly the Saltu are connected to them. Whats clear is that they manifest certain traits according to the spirit animal that has blessed their specific bloodline for generations. Each family tree is favoured by one Animal Lord but different members of the same clan might have slightly different traits. A member may have claws while its sibling has a maw, but both are unmistakably blessed by the Jaguar Lord.

Dawn of Magic

Spells nowadays have been perfected over thousands of years, but it wasn't always like that. There once was a time where magic was very poorly understood. Mystra and the weave weren’t yet worshiped. Her domain either didn’t yet exist or it wasn’t known that it did. So casters instead worshipped a god of fate because a lot of their spells had plenty of mishaps they hoped to control but never could.

Magic wasn't known as tiny variables that could be comprehended and controlled. It was wild, erratic and dangerous. And yet, there was a beauty to it. Some say the ancient traditions are one of many secrets hidden in the ruins the Saltu protect.

Traits

Ability Score Increase

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Age and Lifespan

Saltus reach adulthood in their late teens and live less than a century.

Creature Type

You are both a humanoid and beast.

Size

Your size is Medium.

Speed

Your base walking speed is 30 ft.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Childrens of the Jungle

Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, or Survival.

Inked Camouflage

You were born with natural arcane tattoos that can change colours to match the natural environment. You gain advantage on stealth checks in forests and jungles.

Spiritual Heritage

Your body is altered depending on your family’s spiritual animal. You may choose 2 minor traits and 1 major trait to resemble an animal of your choosing.
Whenever a trait refers to a non-specified saving throw, the DC is equal to (8 + proficiency bonus + Con Modifier).

GM Tip: This is a very customisable species and the only real restriction is that the traits should make sense for an existing animal. If you don’t want players to exploit this in a min-max way you’re free to restrict it to only the pre-made choices detailed at the end of this race.

Major Traits

The following is a list of major traits available for players during character creation.

Bright Feathers

Feathers help hide from colourblind predators and attract partners but it’s also an extremely versatile distraction. As a bonus action on your turn, you can flash your feathers to an enemy of your choice within 10 feet. The next ally that attacks that creature can add your proficiency bonus to the attack roll and damage.
You may use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all uses on a long rest.

Elemental Bite

A draconic connection grants you abilities normal animals couldn’t achieve. You gain a bite attack that deals 1d6 piercing damage. Additionally, as an action, you can empower this attack with a flame breath. For one minute, your bite attacks deal an additional 1d6 fire damage on a hit.
This trait deals an extra d6 of damage at 5th level (2d6), 9th level (3d6), 13th (4d6) and 17th level (5d6). Once used this trait cannot be used again until after a short or long rest.

Improved Flight

(Prerequisite: “Wingspan” trait)
Your flight ability becomes second nature to you, allowing for maneuverability and speed even birds don’t have. You gain an additional 10 feet of flying speed. Additionally you gain advantage on dexterity saving throws while mid-flight.

Nimble Limbs

(Prerequisite: “Long Limbed” trait)
Your long nimble arms are perfect for running and climbing. Your speed is increased by 5 feet of walking and you have a climbing speed equal to your walking speed. Additionally, whenever you would take falling damage, you only take half the damage instead.

Nocturnal Hunter

Your spiritual animal relies on not being seen by its prey, making that your specialty. You gain advantage on stealth checks while in dim light or darkness. Additionally you may take the hide action as a bonus action. You may use this trait a number of times equal to your proficiency bonus, and you regain all uses after a long rest.

Pack Hunting

Both your animal spirit and your training reflects utilising the distraction of an ally to open weak spots on an enemy. The first weapon attack on your turn is always at advantage if least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Potent Poison

(Prerequisite: “Poison Skin” trait)
Whenever a creature starts their turn grappling you or being grappled by you, they must make a constitution saving throw or gain the poisoned condition. The creature can repeat the saving throw at the end of each of their turns.

Pounce

You can utilise your entire body weight and strength to fully dominate a target. If you move at least 10 feet towards a target before hitting it with a melee weapon attack, you may force the target to make a strength saving throw. The DC of this save is (8 + proficiency bonus + Str modifier). On a fail the target gains the prone condition or gets shoved 10 feet the opposite direction (your choice).

Sonic Screech

As an action, you can emit a powerful sonic wave in a 10-foot radius around you. Creatures in the area must make a Constitution saving throw or take a number of d4 thunder damage equal to your proficiency bonus and be deafened until the end of your next turn. On a success, they take half damage and are not deafened.

You can use this feature a number of times equal to your proficiency bonus per long rest. While you have uses remaining, you have blindsight equal to the radius of this ability.

Thermal Vision

You can see the heat signatures of creatures within 30 feet, allowing you to perceive them even through light cover and darkness. You do not suffer disadvantage on attack rolls against creatures that are heavily obscured unless they are behind total cover. Additionally, you can detect invisible creatures within range unless they are immune to detection by nonmagical senses. You have advantage on Intelligence (Investigation) checks to discern if a creature or object is an illusion, as long as it would normally emit heat.

Minor Traits

The following is a list of minor traits available for players during character creation, of which they can choose 2.

Ambush Predator

A hunter must always get the upper hand as it could prove to be the difference between catching the prey or going hungry. You may add your proficiency bonus to any initiative rolls you make.

Cold blooded

You’re unable to regulate internal temperature but are incredibly capable of surviving lower temperatures and less humid places. You have resistance to cold damage and vulnerability to fire damage.

Incredible Speed

Your body, from your feet to your hair, is made for aerodynamic movement. You gain an additional 10 feet of walking speed. Additionally you can disengage as a bonus action a number of times equal to your proficiency bonus, regaining all used after a short or long rest.

Keen Sense

Choose one of the following:

  • Keen Sight: You have advantage on Wisdom (Perception) checks that rely on sight.
  • Keen Hearing: You have advantage on Wisdom (Perception) checks that rely on hearing.
  • Keen Smell: You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell.

This trait can be taken more than once, choosing a different Keen Sense for each time

Leap

Your thin legs and skin allows you to easily leap through the air to escape and confuse enemies. On both long jumps and high jumps you cover double the distance as per jumping rules. Additionally, you may use your dexterity instead of strength to calculate distance.

Long Limbed

When you make a melee attack or when you use your object interaction, your reach is 5 feet greater than normal. Additionally, both your long jumps and high jumps cover an additional number of feet equal to your proficiency bonus X5.

Natural Armour

You have natural scales or thick fur that makes it hard to penetrate your skin. When you’re not wearing armour, your AC becomes 13 + your dexterity modifier.

Natural Weapon

Your hands have talons or claws giving you a natural weapon at your disposal. Your unarmed strikes deal 1d6 damage (piercing or slashing, your choice when you choose this trait at level 1). Additionally you can use your dexterity instead of strength for attack rolls and damage bonus with your natural weapon.

Poisonous Skin

Whenever a creature starts their turn grappling you or being grappled by you, they must make a constitution saving throw or take 1d6 poison damage.
The damage of this poison increases at 5th level (2d6), 9th level (3d6), 13th (4d6) and 17th level (5d6).

Predator Sight

Your eyes are wired for hunting in darkness or camouflage. You gain 60 feet of darkvision, if you already have darkvision its range is increased by 60 feet. Additionally, you can discern colours in darkness up to a rage of 60 feet.

Wingspan

Your hands and arms are connected to wings, granting you the ability to fly and glide. You have a flying speed equal to your walking speed.
You can’t use this flying speed if you’re wearing medium or heavy armour and you can’t use weapons with the heavy property while mid-flight.

Premade Species

The following is a list of trait selection and their corresponding animal. Players and GM alike may look at these for inspiration.

Animal Traits
Black Panther Nocturnal Hunter, Ambush Predator, Natural Weapon (Slashing)
Dragon Elemental Bite, Wingspan, Natural Weapon (Slashing)
Fruit Bat Sonic Screech, Winspan, Keen Senses (Hearing)
Lion Tamarin Nimble Limbs, Long Limbed, Pack Tactics
Harpy Eagle Improved Flight, Wingspan, Predator Sight
Jaguar Thermal Vision, Incredible Speed, Natural Weapon (Slashing)
Peacock Bright Feathers, Keen Sense (Sight), Natural Weapon (Piercing)
Poison Dart Frog Potent Poison, Poisonous Skin, Leap
Venomous Snake Venomous Strike, Cold Blooded, Natural Armour
Wild Pig Pounce, Natural Weapon (Piercing), Pack Tactics

PART II

Tribal Subclasses

Barbarian: Path of the Primal Weave

Although not the most popular barbarian path, the traditions of the Primal Weave is known for being the most ancient of them all. These are warriors whose pure rage allows them to bend the weave in orther to protect those weaker than themselves, using magical traditions made purely for the battlefield.

Spellcasting

When you choose this path at 3rd level, you augment your martial prowess with the ability to cast spells. While you are raging, you can cast but not concentrate on spells. Additionally, casting a spell on your turn counts as attacking a hostile creature for the purpose of sustaining your rage.

Cantrips- You learn three cantrips: Spare the Dying and two other cantrips of your choice from the Cleric spell list. You learn another Cleric cantrip of your choice at 10th level.

Spell Slots- The Primal Weave Spellcasting table shows how many spell slots you have to cast your Cleric spells of levels 1–4. The table also shows the level of those slots, all of which are the same level. You regain all expended Primal Weave spell slots when you finish a Short or Long Rest.

Spells Known- You know three 1st-level Cleric spells: Cure Wounds or Healing Word, Absorb Elements and one more spell of your choice. You learn additional Cleric spells of 1st level or higher at 5th, 8th, 14th, and 20th level. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 8th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Cleric spells you know with another spell of your choice from the Cleric spell list. The new spell must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the Druis spells you know with another spell of your choice from the Druid spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability- Wisdom is your spellcasting ability for your Cleric spells, since you learn your spells through a connection to a greater force. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a Druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Primal Weave
Level Spells Slots Slot Level
3rd 1 1
5th 2 1
7th 2 2
13th 3 3
19th 3 4

Primal Fighting

Your body becomes malleable to better fit the divine beasts you embody. You can concentrate on spells with the range of Self or Touch that targets you, even while raging. You get a bonus to your concentration rolls equal to your Rage damage bonus. Additionally, you may choose one of the following spirits, while concentrating on a spell during rage, you may become vessel to that Spirit Guide.

The Great Worldback Turtle: While your rage remains active, you may add your wisdom modifier to your AC if you’re not wearing any armor.

The Panther of Many Hides: Creatures within 5 feet of you have disadvantage on attack rolls against you. When you’ve taken damage equal to twice your barbarian level, this property ceases to function until you spend another use of your rage to reset it.

The Canary to whom the Wind Blows: You learn the Gust cantrip and may cast it in place of one of your attacks. When cast this way, you may target yourself to move a number of feet equals to 5 x your rage bonus. This movement does not provoke opportunity attacks.

The Ten Thousand Frogs: You become hard to spot amidst a swarm of poisonous frogs. You may occupy a creature’s space and vice-versa. Additionally, your weapon attacks deal an additional 1d4 poison damage on a hit.

You learn to embody one more at level 11, and another at level 14. If you have more than one spirit, you choose which to embody when you start your rage, and may use a bonus action to change spirits.

Ancient Magic

Starting at 14th level, your connection to the spirits become stronger than ever. Choose one of the spirits you’re capable of embodying. While your embody that creature during a rage, you may use the following features in addition to the ones detailed in your Primal Fighting feature:

The Great Worldback Turtle: During your rage, whenever you cast an abjuration spell that would restore hit points you may immediately end your rage to instead use the highest possible number for each die. For example, instead of restoring 3d4 to a creature, you restore 12.

The Panther of Many Hides: When you deal damage equal to 3 times your barbarian level in one round of combat, your disadvantage property resets, if it wasn’t active.

The Canary to whom the Wind Blows: You gain a flying speed equal to your walking speed. If your rage ends while you’re mid-flight you slowly descent as per the Feather Fall spell.

The Ten Thousand Frogs: Creatures targeted with a weapon attack must make a Constitution saving throw against your spell save DC or become poisoned until the end of your next turn.

You learn to empower your connection to one more spirit at level 17.

Bard: College of Genesis

The Bards of this college find a poetic beaty in a time of history where fate and chaos were one in the same. They believe secrets and tales of the past are a secret to knowing owning their own futures.

Bonus Proficiencies

When you join the College of Genesis at 3rd level, you're proficient in History (Intelligence) and one other skill of your choice. Additionally you can add your Charisma instead of Intelligence to your History checks.

Bardic Chaos

Also at 3rd level, you gain a new way of using your Bardic Inspiration. Whenever you finish a long rest you may assign a spell in the Bard's spell list to each side of your bardic inspiration die. The spells must be of a level you can cast but it doesn't need to be in your spells known. You may only have up to 2 spells of the same school in your die.

For example:

Bardic Die School Spell
1 Abjuration Aid
2 Abjuration Cure Wounds
3 Conjuration Cloud of Daggers
4 Enchantment Sleep
5 Illusion Phantasmal Force
6 Transmutation Blind/Deafness

As your Bardic Inspiration dice increases you may add additional spells to those sides.

As an action, on your turn, you may use a spell slot and roll your Bardic Inspiration dice. You cast the spell you roll on your die regardless of Casting Time. The spell slot spent must be suitable to the spell cast or higher, otherwise the casting fails.

Additionally, by casting the spell this way it is heightened in a manner of your choice:

  • Additional Targets: If the spell requires you to target a number of creatures, you may target additional creatures equal to half the number rolled on your Bardic inspiration die (rounded up).
  • Increased Area: If the spell has an area of effect, you may increase the radius of the affected area by a number of feet equal to five times half the number rolled on your Bardic inspiration die (rounded up).
  • Diminished Save: If the spell forces a target to roll a saving throw, you may increase your spell save DC by half the number rolled on your Bardic inspiration die (rounded up).

Ritualistic Tribute

At 6th level, you learn 2 spells of your choice with the ritual tag from any class list. You may cast these and any other ritual spells you know as a ritual.

Controlled Genesis

Starting at 14th level, when you finish a long rest and assign spells as per the Bardic Chaos ability, you may assign the same spell to up three sides of your bardic inspiration Die. Additionally, you have no limit to the number of spells you can assign of the same school.

At 18th level, you may assign spells from any class' spell list.

PART III

Saltu Items

Adventuring Equipment

Macuahuitl

A macuahuitl is a weapon, a wooden sword with several embedded obsidian blades. Typically used with two hands but strong enough warriors have been known to dual wield this heavy weapon.

melee weapon (martial)

Category: Items

Damage: 2d4 (2d6)

Damage Type: Bludgeoning

Properties: Versatile

Mastery: Cleave

Weight: 5

Magic Items

Amulet of Ruins

Wondrous Item, Uncommon
By placing the amulet on the ground and saying its command word, surrounding roots and vines form a Ruins Guardian. The summoned creature uses the statistics of Flesh Golem. When it’s summoned you must choose a single item, creature or location for the golem to protect. The golem follows your order to protect said creature, item or location until it reaches 0hp at which point the vines begin to rot and wither and the amulet is shattered, losing its magic properties.

Robe of the Wilderness

Wondrous Item, Rare (requires attunement)
Usually worn by the most powerful shaman of a family, this robe is passed on in ritualistic fashion. While wearing the robe, you have Advantage on Wisdom (Perception) and Wisdom (Animal Handling) checks as well as Initiative rolls. Additionally, once per long rest you can cast Speak With Animals and Calm Emotions spells from the robe.
If the user is a druid you may also cast these spells while in wildshape.

Vision Beads

Wondrous Item, Uncommon
This necklace has 4d10 wooden beads tied to it. You can use an action to detach one of the beads to summon a bird of your choice. You can see through your bird’s eyes and hear through its ears. During this time, you are deafened and blinded. The bird remains for up to 10 minutes, and you can dismiss it at any time (no action required). The bird can be up to 1,000 feet away from you but it’s destroyed if it goes any further.

Shield of Ceremony

Armor (shield), Very Rare

This is a ceremonious shield that contains a depiction of an animal lord. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Additionally, once every three
days you can cast the Commune
spell from the shield. The spell
is always works if you're
attempting to reach the
animal lord adorned in the
shield, otherwise it has a
25 percent chance of failure
if you attempt to reach any
other deity.

PART IV

Feats & Spells

First Geneis

1st-level Genesis


  • Casting Time: 1 action
  • Range: Varies
  • Components: V, S, M (Bones of an Extinct Creature CR0+)
  • Duration: Instantaneous

You extract the arcane essence from a time long gone, reaching for a forgotten way of casting. Roll a d100, you cast the spell corresponding to the number rolled. If the spell normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. Additionally, the following results are possible:

  • Double Draw: You may roll on the table twice more and choose 1 result.

  • Double Cast: You may roll on the table twice and cast both spells. You may do so again if you roll another Double Cast.

  • Upcast: You may roll once again but on the Second Genesis table; A similar spell with second level spells instead of first. You may change the spell again if you roll another Upcast.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you instead roll on the corresponding "Genesis" table. To do so, you must have the material components of that spell.

Hurling Vines

1st-level Abjuration


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Thorned vines erupt from the ground, lashing and twisting in a 10-foot radius around you. The area becomes difficult terrain as the vines writhe hungrily. A creature that starts its turn there or enters it for the first time on a turn must succeed on a Strength saving throw or be hurled 10 feet away and ensnared, its speed reduced to 0 until the start of its next turn.

d100 Spell / Effect
1-2 Hurling Vines
3-4 Armour of Agathy’s
5-6 Ceremony
7 Cure Wounds
8 Healing Word
9-10 Mage Armour
11 Shield
12-13 Arms of Hadar
14-15 Entangle
16-17 Fog Cloud
18-19 Goodberry
20 Grease
21-22 Ice Knife
23-24 Bane
25-26 Bless
27 Charm Person
28 Command
29 Dissonant Whispers
30 Heroism
31 Hex
32 Sleep
33 Hideous Laughter
34 Burning Hand
d100 Spell / Effect
35-36 Chaos Bolt
37 Earth Tremour
38 Faerie Fire
39 Guiding Bolt
40 Magic Missile
41 Tasha’s Caustic Brew
42 Thunderwave
43-44 Which Bolt
45-47 Colour Spray
48-50 Disguise Self
51-53 Silent Image
54-55 Cause Fear
56-58 False Life
59-61 Inflict Wounds
62-64 Ray of Sickness
65-67 Catapult
68-69 Jump
70-72 Longstrider
73-75 Zephyr Strike
76-85 Double Draw*
86-95 Double Cast*
96-100 Upcast*

Second Genesis

2nd-level Genesis


  • Casting Time: 1 action
  • Range: Varies
  • Components: V, S, M (Bones of an Extinct Creature CR2+)
  • Duration: Instantaneous


d100 Spell / Effect
1-2 Aid
3-5 Lesser Restoration
6-7 Pass Without a Trace
8-9 Prayer of Healing
10-11 Warding Bond
12-13 Cloud of Daggers
14 Dust Devil
15 Find Steed
16 Flaming Sphere
17 Healing Spirit
18 Misty Step
19 Summon Beast
20 Vortex Warp
21 Web
22-24 Mind Spike
25 Calm Emotions
26-27 Crown of Madness
28-29 Hold Person
30-31 Suggestion
32-34 Tasha’s Mind Whip
35 Acid Arrow
36 Aganazzar’s Scorcher
37 Darkness
38 Gust of Wind
39 Melf’s Acid Arrow
40-41 Moonbeam
d100 Spell / Effect
42 Rime’s Binding Ice
43 Scorching Ray
44 Shatter
45 Spiritual Weapon
46 Blur
47-49 Invisibility
50 Mirror Image
51 Nystul’s Magic Aura
52-53 Phantasmal Force
54-55 Silence
56-58 (2) False Life
59-60 (2) Inflict Wounds
61-63 Ray of Enfeeblement
64-65 Wither and Bloom
66 Alter Self
67 Barkskin
68 Blindness/Deafness
69 Dragon’s Breath
70 Earthbind
71-72 Enhance Ability
73 Enlarge/Reduce
74 Heat Metal
75 Pyrotechnics
76-85 Double Draw*
86-95 Double Cast*
96-100 Upcast*

Third Geneis

3rd-level Genesis


  • Casting Time: 1 action
  • Range: Varies
  • Components: V, S, M (Bones of an Extinct Creature CR3+)
  • Duration: Instantaneous


d100 Spell / Effect
1-2 Aid
3-5 Lesser Restoration
6-7 Pass Without a Trace
8-9 Prayer of Healing
10-11 Warding Bond
12-13 Cloud of Daggers
14 Dust Devil
15 Find Steed
16 Flaming Sphere
17 Healing Spirit
18 Misty Step
19 Summon Beast
20 Vortex Warp
21 Web
22-24 Mind Spike
25 Calm Emotions
26-27 Crown of Madness
28-29 Hold Person
30-31 Suggestion
32-34 Tasha’s Mind Whip
35 Acid Arrow
36 Aganazzar’s Scorcher
37 Darkness
38 Gust of Wind
39 Melf’s Acid Arrow
40-41 Moonbeam
d100 Spell / Effect
42 Rime’s Binding Ice
43 Scorching Ray
44 Shatter
45 Spiritual Weapon
46 Blur
47-49 Invisibility
50 Mirror Image
51 Nystul’s Magic Aura
52-53 Phantasmal Force
54-55 Silence
56-58 (2) False Life
59-60 (2) Inflict Wounds
61-63 Ray of Enfeeblement
64-65 Wither and Bloom
66 Alter Self
67 Barkskin
68 Blindness/Deafness
69 Dragon’s Breath
70 Earthbind
71-72 Enhance Ability
73 Enlarge/Reduce
74 Heat Metal
75 Pyrotechnics
76-85 Double Draw*
86-95 Double Cast*
96-100 Upcast*

Version History

Date Version Change
2025.02.26 1.0 Initial release for OC "Maesemar" campaign setting.
2025.02.28 1.1 6 new traits added (Bright Feathers, Pounce, Nocturnal Hunter, Leap, Pack Tactics, Ambush Predator).
2025.03.13 1.2 Flavour text added and rewording of effects.
2025.03.13 1.3 5 Items added: 4 magic items and 1 equipment type.
2025.05.25 1.4 Lion Tarnarin traits "Nimble Limbs" and "Long Limbed" added.
2025.05.26 1.5 Primal Subclasses: Barbarian and Bard added
2025.06.05 1.6 "Cold Blooded" feature changed to better represent real-world science
2025.06.08 1.7 Pack tactics reworded to "Pack Hunting" and changed from a minor to a major trait.

Happy

Playing

!!

Forgotten history is a huge source of creativity for humanity. It was responsible for the entirety of the greek mythology and continues to be the base for many conspiracy theories and sci-fi stories to this day.

The Saltu tribes suffer from the same ailment and most of their society circles around it. Who are they? What is their purpose? What relation do they have to the larger forces of the multivere? And most importantly: How does your character fit into all this?

My thanks to my gaming group, who hear my endless ramblings before i turn that into an idea.

Cover Art: Wellington Moreira

If you like this homebrew you can check out my account for more. While you're at it, why not give it a follow? GM Binder Oddbrazilian

6
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.