Well, we wouldn't want to get the groups sexing up submissive women for reproductive purposes and the groups sexing up submissive women so they can experience sexual choice confused .
Let's talk about a lame Deadlands arcane background instead.
Deadlands: Anahuac!
Earlier I listed these as separate from the Aztec arcane background, but it isn't. From the book South o' the Border , where they're the predominant arcane background in Mexico known as the Aztecs, and later in Lost Angels where they are chumps who hang out in the Spanish Quarter of Lost Angels, the city run by the religious figure Grimme, the servitor of Famine. The first book is obsolete, and also dumb... basically, they were shamans with no guardian spirits and not as many favors available.
The Anahuac are the children of Catholic Spaniard/Aztec Aztec parents, and as a result their faith is all over the place. Grab any three mexican religious ceremonies, roll 'em into a ball, and there you have it--they're not big into blood sacrifice, but they sure love their golden headdresses and their little candy skulls. They're also all about the community, which means people come to them with problems plot hooks and concerns more plot hooks.
Like the splat-book enhanced shamans, Anahuac get a patron related advantage. Called Patron Saint, it can store up to five appeasement and lets the Anahuac spend fortune chips for unique effects, just like guardian spirits. Unlike guardian spirits, they don't have a favored brand of favor they provide double mana for, so it's a little harder for one to gain fifteen appeasement at a moment's notice.
The Anahuac gain appeasement through rituals, just like the shamans do. Their selection of rituals is different, but they have Prayer to spend an action to generate an appeasement analagous to the shamanic Pledge or War Cry, so they can still refill their saint to full power by mumbling in the corner for a little bit. The other rituals are nice if you need to stack up, I guess.
They have a pretty good favor list!
Spook , Screaming Skull Scare chumps screaming into the distance. The more appeasement you spend, the better. Spook has better returns per appeasement spent, screaming skull requires an actual skull and is hilarious.
Protection Exactly like the blessed power to fend off supernatural threats, but it costs one appeasement a round. This means the Anahuac has to spend at least one action every round praying. Slightly less broken!
Ash Mark Grant the protection power, to someone else, for twenty four hours. Costs 1 appeasement. At least they have to roll their own faith to use it, which is probably very low.
Summon the Dead , Control the Dead Conjure forth the dead to serve you! If they're not in the afterlife (undead) it has a limited range, but it's unresistible. Harrowed murdering people and escaping laughing into the night? Conjure his punk ass in front of you and make him carry your stuff. Bitch. The dead won't answer the summons for a few days, though. Also be careful: Control the dead involves a contested Spirit roll. If the priest loses, the dead gets to command him .
Guise . Disguise spell. Surprisingly not broken, just cool.
Hummingbird . Summon one hummingbird per appeasement point. They attack your enemies!
Possession . Four appeasement, experience their senses. Eight appeasement, control their actions. Notable only in that a patron spirit can only hold five appeasement, and the prayer only grants 1, so you have to get two more appeasement from a much slower ritual, like painting, holding communion, or doing peyote tablets and watching the colors. You can't just seize someone's body in combat, it's almost fair.
And a bunch of other random pseudo-blessed powers, for 13 in total. No healing, no ressurection.
Anahuac are a very safe arcane choice, with pretty much no way to screw yourself over short of failing to control the spirit of Charlemagne you called up from hell. They lack any good combat blessing miracles, unless you're blown away by combat hummingbirds, and Protection/Ash Mark can both fail, meaning that in play an Anahuac is unlikely to render the rest of the party obsolete. Aside from the ease with which they can refill their appeasement pool, I have no objections to this arcane background and place it with reverence at the same tier I place Hucksters, Enlightened, and Mad Scientists: Playable.
Oh, and before we wander too far on, I want to back-peddle some on shamans. If you're not hell-bent on maximizing with a Wolf Spirit, War Cry, and a d12 strength build, they can be a welcome addition to a party. In the campaign I ran, the New York detective eventually went on a spirit journey and picked up a low ranked guardian spirit, a bear wearing the uniform of the postmaster general. He only ever learned one appeasement ritual, Tobacco , in which you smoke for five minutes. He'd cast visionseeking favors to help him solve supernatural murders by pacing back and forth, smoking. Then he'd fight by punching dudes in the jaw with his strength of 3d8, above average but not heroic. Stick to the low end, non combat stuff and a Shaman can be a lot of fun.
There exists a community of elves who believe that martial mastery and arcane mastery are fundamentally interlinked. Master over the body equals mastery over the mind. These bladesingers, as they're called, wield weapons according to their affiliated faction and literally carve their spells out of the air.
Similar to the familiars of the warlocks, the options presented for beastmasters and other sublasses that incorporate beasts into their statblock design (most notably the Cavalier and Archdruid/Moon Druid) can ignore any class restrictions on the kinds of beasts they can use. Since the beasts are balanced around the power of player characters, there's no similar need to balance them for NPCs as they already come with a built-in balancing system, namely their respective Challenge Ratings.
Historica Arcanum is a series of alternate-history Fifth Edition fantasy campaign settings from Turkish publisher Metis Creative. The Historica Arcanum timeline spans many centuries. In the alternate 13th Century of Empires of the Silk Road, magic is dangerous, unstable, and tightly controlled. North of the Silk Road, the Khanate of the Eternal Blue Sky is rising; to the west, impoverished Crusader Kings covet the Road's treasures; between them, in the Sultanate of Persia, the warlock Hasan Sabbah and his Hashashin Order pit kingdoms against one another in a deadly game. Then jump forward to the alternate 19th-Century Istanbul (not Constantinople!) of The City of Crescent. In this capital of the crumbling Ottoman Empire, rooftop chases atop coffee parlors lead adventurers to bustling bazaars, through mighty palaces, and down to deadly catacombs. In magical counterparts to real landmarks, you'll solve mysteries, intrigue among factions, fight legendary monsters, and shape the arcane history of the Historica Arcanum universe.