|Bear||A healing totem, Bear is caring and thoughtful unless angered, then fierce. But he is always durable, and can move surprisingly fast with proper motivation.
|Cat||A secret totem, Cat is stealthy, vain, cunning, and sometimes cruel. She keeps her secrets to herself, and can play subtle games… then drop them to stay fastidiously clean.
|Coyote||A trickster totem, Coyote is independent and changeable. Bold and cowardly, greedy and generous, he transforms, experiments, and jokes around.
|Deer||A travel totem, Deer is quick and graceful. She doesn't press on the difficult places, but flows like quicksilver wherever she fits, nudging her friends gently on their own paths.
|Eagle||A noble totem, Eagle is proud, the self-appointed defender of the weak and enemy of any injustice he can see… a standard even he has trouble living up to.
|Snake||A totem of both healing and secrets, Snake is adaptable and lives in many places, learning many secrets. She shares them for a price, even to those she is most cozy with.
There are eight Great Tribes, each of which is made up of descendants of a single totem. Six of the Totem Tribes are Bear, Cat, Coyote, Deer, Eagle, and Snake; the other two slots are left open in case players want to create Great Tribes to be from.
The remaining fourteen tribes are made up of a mix of clans, some of the Great Tribe totems and others of more distant totems.
All twenty-two tribes cluster around the wooded hills to the west of `Core Mountain`.
The valley is wide, `
Barring unusual origins, PCs start at PL: 10 with 150 points.
There are several origins available:
- Every few years, one of the Great Tribe totems mates with a young woman of their tribe. The resulting demigods have few but mighty powers; this origin costs 10 points, but grants +2 PL. You'll only have 140 points to start, but you'll start at PL: 12. Their descriptor is Divine.
- The next few generations from the demigods have more "normal" power spreads, starting at the usual PL: 10 with 150 points. In distant descendants the powers grow weak; -2 PL gives back 10 points, so they start at PL: 8 with 160 points. Both have Divine for their descriptor.
- Each tribe has a shaman, but each shaman generally trains all their children. Those who do not inherit the position are still respected as "speakers". Their descriptor is Sorcery.
- Anyone can have magic items, generally created by a shaman or speaker of their tribe; these are generally "secondary powers", since they're limited to powers up to 5th level. They're bought with the Equipment feat, and have the descriptor Sorcery.
- Similarly, trained abilities can simulate powers up to 5th level, with the Trained descriptor. (For things like Energy Blast, this is the "Street Fighter" approach.)
- Fey live in the valley, generally away from the humans, attending to their own concerns. However, sometimes they deal with a human, and one of the rewards they can bestow is powers with the Fey descriptor.
- The mighty beasts of the valley — notably including dinosaurs — are generally not intelligent, but the Seeker has been magically awakening individuals to human-like intelligence. Their abilities have the Genetic descriptor; they can also have magical or fey abilities, with the Sorcery and Fey descriptors.