They of the Eastern Beaches
I
The northern half of Aru-Thera, the Zan’thara are the traders of the east and rulers of the Empire of Thara. Thara is built up of 12 tribes that elect a Sultan once every century through trial to lead them. They bond themselves to Deinosuchus, the gigantic crocodile that carries them not only through the water, but through the land between it. The Deinosuchus may not be overwhelming on land, but the Zan’thara make up for such limitation with their famed spearthrowing skills, hurling short-lived spells stored in javelins tens of meters with ease. While fishing is their main subsistence, they flourish by controlling trade along the eastern seaboard and connecting the ocean to the Wastes, and they are one of the only cultures to actively maintain relationships with nearby outlaw posses.
II
...to be continued...
III
The Lurking Predator
A drowning executioner, nangazi use anchors and weighted chains to drag foes into the depths.
Starting Abilities
Pull them Under
When you hit a creature with a harpoon or chain, you may immediately tether them to your mount. While tethered, the target cannot gain edge, and must reroll initiative whenever you move them.
Deadweight Pull
When a tethered creature attempts to move away from you, stand from prone, or reroll initiative, you may spend your reaction to halt them 10 ft. toward you. If this drags them underwater, they must immediately begin breath deprivation.
Lungs of Stone
You can hold your breath for a number of rounds equal to twice your Constitution modifier without penalty. After that, you advance breath deprivation once every two rounds instead of one.
Club Throwers
Armed with rungu clubs, these heavy enforcers break bones and morale with equal efficiency.
Starting Abilities
Stand Still
When a creature you can see attempts to flee, disengage, or reposition after being targeted by your attack, you may spend your action to hurl a rungu. If you succeed, the creature must succeed on a Wisdom saving throw (DC = your Charisma score), or halt their movement immediately.
Enforcer's Momentum
Once per long rest, when you hit a creature with a rungu, you may immediately reroll initiative. If you reinsert ahead of at least one enemy, that enemy is considered hesitant and cannot take reactions this round.
Public Example
After combat, if at least one enemy was impaired or killed, you may restore 1 morale to your posse.
Water-bound Jousters
A lancer trained for open combat, fumari wield mkuki spears and specialize in reach.
Starting Abilities
First to the Gap
When combat begins and you are mounted, you gain edge. If you act before an enemy, your first attack ignores reactions and forces the target to reroll initiative on any hit or glancing blow.
Snap Withdrawal
When you are wounded or knocked prone, you may immediately stand (if prone) or move up to half your speed. This movement ignores difficult terrain and reactions. If you end this movement adjacent to your mount, you may mount freely.
Open-Ground Hunter
When traveling through plains, marsh, or open water routes, your posse ignores weather penalties.
They of Spelled Lances
The terrifying spell warriors of the Zan’thara, mkukaji channel magic through thrown javelins, often carrying tens of javelins on their deinosuchidae’s back.
Starting Abilities
Living Arsenal
Your bonded beast is an extension of your armory and conduit. You may store any number of javelins on your beast without penalty. You also may draw and throw javelins from your beast’s back even while submerged.
Caster
You gain access to two spells of your choice, from the Starting Spell List. Your starting conduit is a Javelin.