Manitl'uqh Tribes

The Manitl'uqh, pronounced like the region, are the tribal inhabitants of the Maniitloq region, the most northwestern region of Agea. They are a semi-nomadic, matrilineal group of hunter gatherers that live amongst the icy forests and mountains of Maniitloq. They are the main inhabitants of the land, with the others being the small tribes of Qaqorluk, Nutaarqortoq, Uperjaat, Atamlaq, Hiuralik and a few of the northernmost western tribes of Sisuk. Very few Elothians have traveled to Maniitloq, but trade with the Vladirkutans is not uncommon.

**Society Buffs**

Speak Manitl'uqh. Survival. Navigate.

+10 perception. -20 disease resistance.

Starting Equipment: Caribou Skin Clothing, Beaded Moccasins,

## Classes

* **Manitl'uqh Hunter** - Male Commoner. Hunters are the most basic supporters of Manitl'uqh society, providing the tribe with the basic food and materials they need to survive.
	+ Tracking, Camouflage, Drive Canoe.
	+ Starting Equipment: Beaded gloves, gutskin jacket, shortbow.
* **Manitl'uqh Survivalist** - Female Commoner. Women do just as important of a job as men, preparing skins, catching fish and foraging for medicinal and edible plants.
	+ Medicine, Craft and Repair, Manitl'uqh Lore, Prepare food,
	+ Starting Equipment: 3 food items, fishing spear.
* **Dishin** - Caster, Fellowship. Sanamancy. Dishin's are the healers and casters of Manitl'uqh society, they heal the sick and protect the tribe from evil spirits of the land.
	+ Sleight of Hand, Detect Magic, Use Magic, Manitl'uqh lore, Command.
	+ Starting Equipment: Caribou Skin Coat, Spear, Medicinal plants
* **Qeshqa** - Noble. Qeshqa's are the leaders of families, and are people on the path to leading a clan or band.
	+ Command, Manitl'uqh lore, Barter, Tactics.
	+ Starting Equipment: Caribou Skin coat, beaded necklace, musket.
* **Healer** - Academic. Non magical healers and herbalsits. These are typically assistants of the Dishin, they are non-casters who devote themselves to healing and studying medicinal plants.
	+ Medicine, Craft and Repair, search.
	+ Starting Equipment: Caribou overalls, beaded gloves, medicinal herbs.

## Culture

### Society and Migration Patterns

The Manitl'uqh's are semi-nomadic peoples that move in accordance to resources during the spring, summer and early autumn. During the winter, they will generally stay in one place, and will usually return to the same place each winter. The placement of these winter camps and general migration patterns is how the tribes create inter-tribal boundaries. These sub tribes are called bands and typically contain about 40 people.

Migration patterns and band territories typically follow the paths of rivers and streams, as this provides the most access to game, fish and wild plants.

The basis of Manitl'uqh society is the clan system. Individuals are born into their mother's clan, then each of these clans belong to a cross-tribal moiety. There are two moieties, the Crows and the Wolves. Marriage will always take place between a man and a woman from separate clans, typically between cousins from different clans. Men will go to move in with their wives family.

The Manitl'uqh make heavy use of dogs in both hunting and transportation.

Shells are the primary form of currency and trade good amongst the Manitl'uqh.

Within the band, the families are organized into multi family household called a Nichil. Each Nichil is represented by a leader called a Qeshqa. The Qeshqa represent the Nichil in trade and tribal decisions.

### Hunting and Food

The most important game to the Manitl'uqh is the Caribou, and often the movement of Caribou herds are used as a bases for migration in the autumn. Caribou are the main source of meat, but is also the primary material for clothing, shelters, boats, nets and snares. Caribou are caught by driving them into a small space or via large snares.

Thinhorn sheep and Moose are the second most important animals. With moose being hunted in the fall and thinhorns in the summer.

Waterfowl and grouse are the gamebirds typically hunted by the Manitl'uqh, they are hunted from canoes with bows or with snares during the molting season.

Fishing is done at the campsite, and lasts from spring to the end of summer. Fishing is typically done by women, as the men are typically out on hunts. But it is a job done by both genders. Fish are caught using a variety of traps, but spearfishing is also traditional.

The Manitl'uqh heavily monitor and control the predator populations in their territory.

### Industry

Manitl'uqh tools, baskets and vehicles are bade of birch or pine bark. Clothing, boats, shelters and hunting equipment are typically made of wood and Caribou parts such as skin and sinew.

During the winter, the Manitl'uqh live in pole homes insulated with moss, these homes were semi-underground and very large. When migrating in the warmer months, portable domed skin homes are used, these were made of spruce poles.

Beds are made of moss and caribou skin, with fur rugs making up the flooring,

### Religion

The Manitl'uqh are an animistic, shamanistic people. They believe that all creatures, and some objects, have a spirit that are extremely active and powerful. These allow the creatures to "know more than is immediately apparent to him". For example, if humans displease a animal, the animal will hide and avoid the hunting parties, causing the humans to starve. Thus, many strict taboos are followed when dealing with animals. Spirits influence everyday life, and will guide the dead to their final resting place.

Caribou are the most important animal, however, as the Manitl'uqh believe themselves to be related the caribou, both coming from the same single entity.

The shamans, or Dishin, are the middlemen between the spirits and the peoples. Their practices include omens, amulet magic, songs and following taboos. Most beliefs and practices are associated with animals. The Dishin's primary role, however, is to protect the tribe from evil spirits , as well as heal the sick. Dishin's can communicate with animals via their spirits, they can also use their spiritual influence to control people, if they are not well intentioned. Most of the rituals and ceremonies are structured around purification and cleansing.

Taboo examples include apologizing to and explaining the reason for killing a wolf before touch it. Never eating ravens, cranes, wolverines, foxes, otters, and dogs. Not feeding the heads of caribou, moose or thinhorn sheep to dogs. Not giving dogs the bones or the carcasses of furry animals. Not eating bear meat while pregnant. And not eating animal fat as a child.

Sweating rituals are common amongst the Manitl'uqh. These are held in domed, wooden structures that have been covered with animal skins. These structures are incredibly hot and moist, heated by hot rocks within the structure. The extreme sweating someone undergoes when inside one is meant to purify the soul. It is required to go through a Sweat Ritual to become a Dishin or Qeshqa.

Important Spirits
 Nahani

### Potlach

Like many other tribes along the western regions of Agea, the Manitl'uqh practice Potlach. These are held in the mid winter, and many bands will come together for the week long ceremony. This is when inter band marriages and trade would occur. The purpose of this festival is to make sure the bonds between the Manitl'uqh bands stay strong and they do not loose there identity. The potlach is also an opportunity to show off the wealth and luck of an individual.

The most important event of this ceremony is the Memorial Potlach, where the dead from last year are honored. The grieving process is felt and appreciated by the entire tribe, especially with the passing of an elder or Dishin. Moose meat is always consumed at these memorials. However marriages, births, and great surplus' of food are also celebrated at the ceremony.

Songs are a key part of the Potlach. As well as dances, storytelling, gift giving, and very large feasts. Dancing is typically the focal point of the Potlach, with the main dance happening after the evening feast.

Gifts are exchanged during the ceremony, typically shell jewelry, blankets, Elothian rifles, and beaded jewelry. Gifts are exchanged between moieties, rather than between clans. Gifts are kept in a large pile at the center of where the potlach is held, then distributed to the guests at the end of the ceremony.

## Dishin Spells

Dishin are experienced casters and know all of these spells by heart. Characters may choose a number of spells equal to their resolve bonus at each rest.

### Power Level one

* *Aid*
* 1 action. 5 meters. Lasts for all of combat.
* Up to three creatures in range gain 20 extra health.

* *Animal Friendship*
* 1 action. 5 meters. Lasts 24 hours.
* Any animal with under 30 intelligence will become friendly. The animal must succeed a Resolve test for the spell to work.
* Two animals can be controlled in casting at power level two, and three if casting at power level three.

* *Animal Messenger*
* Cannot be casted in combat. 5 meters. Lasts 24 hours
* A small animal will deliver a message for you. The delivery location must be a place you have visited, and it must be to a character you can describe simply. The message can only be under 25 words and the location must be at maximum, 40 kilometers away by land or 80 kilometers by air.

* *Spirit Armor*
* 1 action. Self range. Lasts until the end of combat
* Armor forms around you, your armor points increase by 15.
* Armor increases by 20 if casting at level 2, and 25 if casting at level 3.

* *Scapulimancy*
* Cannot be casted in combat. Self range. Instant
* You cast caribou bones into a lit fire, the smoke and placement of the bones tells you a yes or no answer to a question about events that will happen within the next week.

* *Beast Sense*
* Cannot be casted in combat. Touch. Requires concentration, lasts one hour.
* You touch a beast, and are able to see through its eyes and experience its senses , but not your own. You cannot control the beast, it must be commanded by others or move on its free will. The beast can move away from your touch, and you can choose to end the spell at any time.

* *Bless*
* Cannot be casted in combat. 9 meters. Requires concentration. Lasts till the end of combat or for about 10 minutes.
* Up to three characters can be blessed. They may roll a 1d5 and apply that to any roll.

* *Animal Spirits*
* 1 action. 18 meters. Requires concentration, lasts until the end of combat or for one hour.
* You call upon the spirits to form into a beast of your choice. The GM may allow multiple beasts depending on size and strength. These creatures have the stats and abilities of the creature and are controlled by the player. They cannot go farther than 18 meters from the player.

* *Heal*
* 1/2 action. Touch. Instant
* A character you touch regains 2d12 health.

* *Detect Poison and Disease*
* Cannot be casted in combat. 9 meters. Instant
* You are able to detect toxins within plants, diseases within characters and poisoned weapons within range.

* *Enhance Ability*
* 1 action. Touch. Requires concentration, lasts until the end of combat or for one hour.
* A character you touch gains +10 to any aptitude of your choice. They can leave your touch, but cannot go more than 5 meters from you.

* *Locate*
* Cannot be casted in combat. Self. Instant
* You instantly learn the location of a person, item or animal within 3 kilometers. You can also find the number and location of a type of animal or item.

* *Purify Food and Water*
* Cannot be casted in combat. 1 meter. Instant.
* All food and water within range is rendered free of poison and disease.

* *Remove Curse*
* Cannot be casted in combat. Touch range. Instant.
* Any item or person you touch is cleansed of curses or negative magical effects

* *Resistance*
* 1 action. Touch. Requires concentration, lasts for one round.
* A touched character gains an +10 resistance to something of the casters choice.

* *Spirit Shield*
* 1/2 action. Self. Lasts for one round
* An invisible barrier protects you, it adds 10 to your armor score.

* *Sleep*
* 1 action. 30 meters. Lasts until the end of combat, or two hours
* All characters within range make a resolve check or fall into a magical slumber. They can only be waked magically or when the spell ends

* *Spare*
* 1 action. Touch. Instant
* A character with less than zero HP is restored to zero and cannot take anymore damage from effects.

* *Spirit Weapon*
* Bonus action. 18 meters. Lasts until the end of a turn
* A floating weapon of your choice appears beside you. You must have seen and used the weapon before, it has all of the normal stats of that weapon.

* *Helper Yega*
* 1 action. 18 meters. Lasts for all of combat or for one hour
* A soul of the dead comes down from the sky to aid with simple tasks. It can only move 18 meters away from you in any direction. It has 20 AC, 20 strength and 20 health.

* *Calm*
* 1/2 action. Touch. Instant
* You dispel 1d10 fear points from a character you touch.

* *Charm*
* 1 action. 9 meters. Lasts up to one hour
* Any target within range must make a resolve check, on a failure they will become charmed. The target thinks of you as a friendly acquaintance.

* *Command*
* 1 action. 18 meters. Lasts one round of combat.
* You speak a one word command to a creature within range, who must make a resolve check. On a failure, the creature will perform the action on their next turn. The creature must be able to reasonably preform the action, and cannot harm itself or kill other enemies.

* *Read Mind*
* 1 action. Self range. Instant
* You are able to read the mind of any creature within sight. You know how they will move next, what they are thinking, if they are lying, what they think of you, who they are working for, and other such information. If the creature is magical, they will be able to recognize you are casting this spell and might react with hostility.

* *Fear*
* 1 action. 9 meters. Instant
* You cast an image of the targets worst possible fear, they become frightened and gain 3d12 insanity points.

* *Bind*
* 1 action. 9 meters. Lasts one round or about 25 minutes.
* The target can no longer move or attack and is considered paralyzed

* *Meddle with the Mind*
* Cannot be casted in combat. You or a party member must be in conversation to cast. Instant.
* You subtly manipulate the mind of a character a player is speaking with. This gives the player an easy modifier on any test they might be performing with the character.
	+ This spell can be casted at level 2 to make the modifier Easy.

* *Tongues*
* Cannot be casted in combat. Lasts for 3 hours.
* You allow a character, or yourself, to understand the language being spoken.

* *Truth*
* Cannot be casted in combat. 18 meter range. lasts for 3 hours.
* All creatures within 18 meters of you become incapable of telling a lie.

### Power Level two

* *Spirits of Life*
* 1 action. 5 meters. Requires concentration. Lasts until the end of combat, or ten minutes.
* All characters within 5 meters of you gain +10 health. Friendly characters cannot reach zero hit points if they are in the aura.

* *Spirits of Purity*
* 1 action. 5 meters. Requires concentration. Lasts until the end of combat, or ten minutes.
* All characters within 5 meters of you cannot become diseased or poisoned. Gains a Routine modifier on checks against blindness, charm, deafness, fright, paralyzation, or stun.

* *Healing Spirits*
* 1 action. 5 meters. Requires concentration. Lasts until the end of combat, or ten minutes.
* You gain a bonus action that will let you heal one character within range for 3d10 health.

* *Awaken*
* Cannot be casted in combat. Touch range. Instant, takes all of long rest to prepare for
* You awaken the spirits with an animal or plant. The animal must have intelligence lower than 25. The creature gains intelligence of 25, and can speak your language. Plants gain the ability to move and use there senses, animals simply become charmed. The GM will decide stats for the plant, animals stats remain unchanged. This spell lasts for thirty days, animals will remain friendly if they were treated well.

* *Hand of the Spirit* **A**
* 1 action. 36 meters. Requires concentration, lasts until the end of a turn.
* A spirit Hand is formed. AS 20, health equal to the casters toughness score, Strength 55, agility 20. The player deicides what form the hand can take, listed below.
	+ *Fist*, the hand punches an enemy within 1 meter, 4d8 bludgeon damage; *Hand*, the hand pushes an enemy within 1 meter, up to 1 meter, if the shaman makes a successful strength test; *Grasp*, the hand attempts to grasp a creature within 1 meter, the enemy must pass an agility test or be grappled, once a creature is grasped the player can crash as an attack, dealing 2d10 damage; *Hold*, the hand can hold and use an object within range of the spell.

* *Spirits of Power*
* 1 action. 45 meters. Instant. Lasts until the end of a turn.
* Positive, divine wind flows from you. All friendly creatures gain a routine modifier against magic damage.

* *Nature's Eyes*
* Cannot be casted in combat. Self range. instant
* If outdoors, you can learn all information about the physical features of the land within 4 km. If underground, the range is limited to 90 meters.

* *Dispel*
* 1 action. Self. Requires concentration, lasts one turn.
* Undead, monsters and spirits gain a difficult modifier to attack you.

* *Spirit Eye*
* 1 action. 9 meters. Requires concentration, lasts up to a hour.
* A invisible spirit that can see in every condition floats above you and sends telepathic information of what it sees. The eye can see 9 meters and travel up to 9 meters from you.

* *Confuse*.
* 1 action. Self. Instant
* You make any creatures within sight believe you to be in another location within 18 meters.

* *Compel*
* 1 action. 9 meters. Lasts one turn
* A creature within range must make a successful resolve test or fall under this "charm". You must select an area within range, or simply a direction, and for each turn the creature has, they will devote every action to moving to that direction. Creatures with movement attacks will still make those attacks. Each turn the target can make a resolve test to break out of the spell. Targets will not walk into flames, water or off of drops.

* *Bend Mind*
* 1 action. 27 meter range. Instant
* Any creature within range takes 3d12 mental damage and becomes confused

* *Dominate*
* 1 action. 18 meter range. Lasts one turn
* Any creature within range must make a resolve check or become charmed to you. In addition, you establish a link with this creature and are able to command it to do as your bidding. The creature cannot harm itself, but can harm other enemies. You can only give the creature loose commands (Go over there, for example). Every time the creature takes any form of damage it can re-roll it's resolve check.

* *Dream Message*
* Can only be casted during a long rest. Special Range. Lasts 8 hours.
* You can choose any humanoid known to you, and shape their dreams to convey a metaphorical message. The character will understand it is a message, but will have to make a resolve check (The GM will do this) to interoperate it successfully.

* *Forbiddance*
* 1 action. self range. Lasts one round.
* For one round of combat, no creatures can come within 18 meters of you. This spell does not affect creatures already within 18 meters of you.

* *Modify Memory*
* 1 action. 9 meter range.
* You attempt to twist and reform a targets memory. You can pick one aspect to change to your liking, be it knowing the player, knowing information or even how to use their weapon. The GM can go into more detail about the implications and rules of this spell depending on what memory is being reformed. The spell lasts until the target takes any form of damage or is cured with magic.

### Power Level Three

* *Resurrection*
* Cannot be casted in combat. Touch range. Instant
* You touch a character or animal that has been dead for less than one century, and who has not died of old age. They will return with all health points and clean of any affects and injuries. Amputations will not be cured, however. The character suffers a difficult modifier to all tests for four days. You cannot cast any more spells until you take a long rest.

* *Shatter Mind*
* 1 action. 45 meter range. Instant
* The target takes 4d10 mental damage. They must also make a resolve test, on a failure, their mind will be shattered in a way of the casters choosing. For example, they might loose the ability to speak, forget all of their skills, or have their intelligence or fellowship skills reduced to 0. The effects can be cured with any magical healing casted at level 2.

* *Blank*
* 1 action. Touch range. Lasts one round
* A character you touch becomes immune to all mental damage (including memory wipes). They cannot become frightened, stunned, or charmed and cannot gain either fear or insanity points.