by Martin Crim
This article describes several exotic Hykim cults from all over Glorantha. The published sources mention some, namely the bat, bear, deer, dinosaur, eagle, elk, horse, pig, reindeer, sheep, tiger, and yak peoples. The sources strongly hint at the Loon, Otter, and Sea Eagle gods. The author invented the others to fill in the "other" category in the tables of population, and to provide some local color in far-off places.
All the Transform Head spells are one point, all Transform Body, two points, and all Transform Limbs, three. All Transform spells are touch, temporal, nonstackable, and reusable. The Transform spells only work on members of the proper Hsunchen tribe. To be a member of a Hsunchen tribe, one must be descended from the tribal founder in an unbroken line on the mother's side. In many parts of Glorantha, especially in Ralios, many people are Hsunchen and do not know it.
A Hsunchen can use skills gained in animal form while in human form, and vice versa. The Hsunchen must have the necessary body parts in his or her current form. Skills like Claw, Wing Buffet, and Smell do not work when the character is in human form.
Some spells provide a bonus with certain skills. For initiates of those cults, using the spell can increase those skills permanently. This is called Awakening the Beast. Some spell descriptions give a multiplier, or state that the spell gives a bonus because, for example, the fur camouflages the target. In such cases, the initiate's actual skill remains unchanged. Also, penalties to skills end when the spell ends. A Hykimi shaman traditionally casts all three Transform spells upon return from awakening his or her fetch. Shamans have the spells reusably.
A Hykimi can increase by experience skills that he or she can only use while in animal form (such as Smell, Darksense, Bite, Claw, Wing Buffet, Fly or Constrict). The spells do not last long enough to allow research or training.
All skills described below receive skill modifiers. Smell is a Perception skill. Fly is an Agility skill, and works exactly like the Windchild Fly skill described in Elder Secrets. All attacks receive the normal damage modifier.
All Hykim cults have the following cult spell from Hykim:
Transform Self
2 points touch, temporal, stackable, reusable
This spell only works when stacked with the three sub-cult specialty
spells (Transform Head, Transform Body, and Transform Limbs).
Transform Self turns the target into a man-sized, semi-divine version
of the cult animal. All the specialty spells last six hours per
stacking of this spell, instead of fifteen minutes. The target gains
all the normal abilities of the cult animal for the spell's duration.
SKILL NOTE: All Hsunchen characters should have the following modifiers to the normal base skills given in RQ3 (asterisks mark skills which fall to 00): Boat -5*, Ride -5*, Fast Talk -5*, Animal Lore +20, Evaluate -5*, Plant Lore +10, Sleight -5*, Track +10, Hide +5, Sneak +5. Exceptions to these modifiers are noted below.
AKKAR: skunk, Fronela
This small tribe receives deferential treatment from members of other
groups. At the same time, the Akkari find that other people tend to
avoid them. Thus, they are extremely clannish. They are not very
violent, nor do they need to be. They eat small ground-dwelling
animals, which they collect. (Hunt is not the correct term for what
they do.) Akkari also use bows to hunt birds. They store roots for
the winter in communal caves, which they have kept up over the
centuries. They bury dead skunks with the same rites they use for
people and have a taboo on eating skunk. Some wear skunk tails on
their hats, however. The Akkari keep pet skunks of normal size, but
rumors tell of giant killer skunks, the size of a horse.
Base skills are normal for Hsunchen, except Dodge +10. Cultural weapons include 2H Spear attack and parry 20, Fighting Claw attack 15, Self Bow attack 20.
Skunk Head
Turns the target's head into a humanoid version of a skunk's head.
The main game effect of this spell is to enhance the target's sense
of smell. He or she gains a Smell Skunk Food skill at 100, and a
general Smell skill at 75. (The GM must modify the chance of success
for wind direction, age of the smell, masking smells, and distance to
source, or else Smell will become better than all other perception
skills.) The target's Bite attack at 25 will do 1D4 damage. Helms
will not fit, but coifs and hoods may.
Skunk Body
This spell causes the character to instantly sprout a black furry
coat on the torso, with a white stripe along the spine. The target
also grows a tail. If the character wears nothing on the torso, the
fur adds 10 percentiles to the character's Hide.
More importantly, the character gets scent glands, which he or she can discharge with terrible effect. The spray will hit everything within a 45 degree arc and within ten meters.
Anyone hit with skunk juice must make a CON roll every round or be unable to attack that round. The multiplier starts at 1 and goes up 1 every three melee rounds after the first. After the character makes a roll, he or she need not make any more rolls. Any creature with a sense of smell can tell when the victim approaches. The spray has a smell that is unbearable at close range, and the victim will be miserable for some time. Until the victim becomes ravenously hungry, he or she may unable to eat because of the stench. As with normal skunk juice, nothing removes the smell. It fades over a period of two weeks.
Skunk Limbs
The target's limbs become hairy and change proportion to resemble a
skunk's. This lets the target burrow like a skunk, which is to say,
not very well. He or she can also attack with the claws, doing 1D6
damage. The Claw attack is at 25. The target can only use
Manipulation and Melee Weapon skills at base percentages. He or she
cannot use Missile weapon skills at all. There is a twenty percentile
penalty to Climb, and the target cannot Ride or Throw.
CHROPT: bat, Kralorela &
Teshnos
These rather short people live in the forests of Fethlon, mostly.
They eat fruit, seeds, edible plants, and small animals, which they
hunt and gather in the trees. They travel in the treetops, even
crossing rivers that way. They rarely need to come to earth. They get
along well with the elves of the forest, and with the Teshnans they
sometimes meet. They all become Children of the Forest in Aldrya's
cult so that they can learn Food Song for taking plant materials.
They hate the Kralorelans, and have fought against them many times.
Males have SIZ 2D6+3, and females have SIZ 2D4+3. Other characteristics are normal. Base skills follow the Hsunchen norm above, except for Climb +10, Jump +15, Swim -10, and no bonus to Track. Cultural weapons include 1H Spear attack and parry 30, Shortsword attack 20, Self Bow attack 25, Buckler parry 25.
Bat Head
The target's head becomes bat-like, but with human hair. The target
gains sonar like a bat or a troll's, a bite attack, and acute
hearing. He or she gets a Darksense/Scan at 25 and Darksense/Search
at 25. The character gets a 1D6 Bite attack at 25. Negative damage
modifiers do not apply to the Bite attack, but positive ones do. The
target also gets a 25 percentile bonus to Listen. Loud high-pitched
noises may deafen and disorient the target. Also, helms will not fit,
although coifs and hoods may.
Bat Fur
This spell gives the target 2 point fur over his or her entire body,
and a tail. It also adds 6 to STR. Without this spell, the target
cannot fly using the Bat Wings spell.
Bat Wings
This spell turns the targets' arms into gigantic bat wings. The wings
gain no AP from the Bat Fur spell. The target gains a Fly skill at
25. Speed in flight is 6 meters per strike rank. Because of the
fluttering motion the target uses, all missile attacks against him or
her are at 1/4 normal percentage. During flight, the target must make
roll for fatigue level loss as if in combat. The target's fingers
become long and webbed parts of the wings. Thus, the character cannot
use any Manipulation, Melee Weapon, or Missile Weapon skills. He or
she has a twenty percentile penalty to Climb, and cannot Ride or
Throw.
DAMAL
One tribe of these peaceful folk inhabit the border between Ralios
and Maniria, near the Pralori elk people. They allow strangers to
pass without molestation. The other tribe live in the forests and low
valleys of the Hachuan Shan and Shan Shan mountains, in Kralorela.
They have historically been enemies of the Kralorelans.
Like deer, they are only aggressive in the mating season (late Sea
Season), when males contend for access to the females. They slaughter
and eat deer at regular intervals, following their own peculiar
calendar. They tan the hides, and sell them to passing traders.
Their cultural weapons are 1H Spear attack and parry 25, Atlatl
attack 25, Rope Lasso 20, and Target Shield parry 20.
Antlers Deer Hide Leaping Legs GALANIN: horse, Ralios Since horse-riding became well-nigh universal, the Galanini have
declined in numbers. This appears paradoxical at first, but shows the
danger of having one's secrets broadcast.
Pollmane Witherscroup Pasternhock If the target has both Witherscroup and Pasternhock in effect, he
or she can carry loads like a horse. The target can carry more
weight, so divide the ENC of any load by three.
GRANDFATHER LOON Beak Feathers Wings GYA: yak, Kralorela Because of the Yak Head spell below, Yak people butt heads
frequently, to train their skill. (One cultural note: a Gya only
butts heads with members of his or her own gender.) They thus have a
base Head Butt skill of 30. Their other cultural weapons are 1H Spear
Attack 30, Atlatl attack 25, Target Shield 20. They use Pole Lassoes
at a base of 25.
Yak Head Yak Hair Yak Legs HAZMAT: forest boa, Slon Base skills are as normal, except that they have a Track bonus of
+15. They know how to brew a weak plant poison, which they apply to
their darts (intensity 5). Their cultural weapons are 1H Spear attack
and parry 25, Dagger attack 20, Dart attack 30, Buckler parry 20.
Snake Bite Snake Skin Slither JASKAL: dinosaur, Slon Jaskali base skills follow the Hsunchen norm, except that they
have a Ride Dinosaur skill with a base of 05. Their cultural weapons
are Club 30, Bite 25 (doing 1D4 damage), and Thrown Rock 30. A rare
individual has learned how to use a dwarf-made axe or sword.
Fangs Scales Thundering Limbs KLOIS: badger, Fronela
Their cultural weapons are 2H Spear attack and parry 30, 1H Spear
attack 20, Fighting Claw attack 25, Grapple 30, Long Bow attack 25,
Kite Shield parry 20.
Badge Baggy Skin Burrow LUWAZ: sealion, East Isles They have normal Hsunchen skills, except for Boat +15, Swim +25,
and Track -5*. Their cultural weapons are 2H Spear attack and parry
30, Dagger attack and parry 25, and Thrown Javelin attack 25.
Whiskers Blubber Flippers MRALOT: pig, Ramalia, Maniria The Mraloti raise their pigs with as much tenderness as they show
to their own families. They name each pig, and women will even suckle
piglets at their own breasts. Nevertheless, they kill and eat their
pigs often.
Base skills do not follow the Hsunchen norm. Instead, they are
human norm, except for Fast Talk +10, Animal Lore +10. Cultural
weapons are given in the Players Book of Genertela. Hunters, however,
have different cultural weapons: 2H Spear attack and Parry 30, 1H Axe
attack 25, Self Bow attack 25, Target Shield parry 20.
Pig Head Pigskin Trotters If the target has both Pig Head and Trotters, he or she can attack
a downed target with both Gore and Stomp, the Stomp occurring 3 SR
after the Gore, but never later than SR 10.
OQUICDU: forest elephant, Teshnos STR 4D6 + 24
CON 3D6 + 12
SIZ 4D6 + 24
INT 7
POW 2D6+6
DEX 3D6+1 The elephants stand not much higher than a large horse, and their
humans ride them. Their ears are large and their tusks are about 3
feet long in adults of both genders. The elephants have a complex
culture. The humans normally live in harmony with that culture, but
once a year they slaughter and feast upon one of the young males of
the herd. They fashion the ivory of dead elephants for their own use,
and will barter the stuff. However, they only accept metals, gems,
and magic. Thus, they have trouble with poachers.
Base skills follow the Hsunchen norm, with the addition of Ride
Elephant 20. Cultural weapons are 1H Spear attack and parry 25, Sai
attack and parry 25, Dart attack 25.
Trumpet The target can use the trunk in a prehensile manner, much like a
third hand. Used with the hands, a trunk adds 10 percentiles to
Manipulation skills. Used alone, however, the trunk has separate
Manipulation and Weapon skills, all at base. The target can improve
the Trunk's Manipulation and Weapon skills through experience.
A Trunk attack at 50 can grapple, but make the roll to immobilize
with only one-half the character's STR. A trunk grapple cannot throw.
With the nine-inch tusks, the target can Gore at 25, doing 1D6+1
damage. The target gains a Smell skill at 30, and adds 25 to his or
her Listen skill. Although normal helms will not fit, coifs and hoods
can, but they take away the Listen bonus. (After the character has
Awakened the Beast with this spell, he or she always gets a 25
percentile penalty to Listen while wearing any helm or hood that
covers the ears.)
Wrinkles Towers PAKADU: crocodile, Slon Grin Scale Creep PRALOR: elk,
Ralios RATHOR: bear, Fronela Bear Head Fur Claws If the target has both Bear Head and Claws, he or she can attack
with both claws or with Bite and Claw, the second attack occurring 3
SR after the first.
SWAEX: moa, East Isles Their greatest enemies are a species of large eagle which eats
moas and humans.
The Swaexi island home is also the homeland of the Keets. The
island has the peculiar magical property that any bird which lands
there loses the power of flight. Most birds of that area of the East
Isles avoid the place, but occasionally a bird lands there and cannot
get away, providing an easy meal to the natives.
Bird Neck Feather Down Stilt Legs TNAP: sheep, Seshnela (formerly) &
Maniria Throughout history, they have been very passive, even more so than
the Damali. They made excellent slaves for the
Slontans, and the tribe was on the verge of extinction when the
drowning of Slontos inadvertently saved them. A few who had been
enslaved not long before the cataclysm escaped and rejoined the
tribe.
The escaped slaves brought with them a hatred previously unknown
to the Tnap. With their new-found militancy, they organized the
tribe, chose a king, and slaughtered Slontan refugees who tried to
pass through their territory. Now the Tnap have a ruling warrior
class, descended from these escapees. The rulers patrol the fringes
of Tnap lands, attacking anyone they perceive as an enemy. They
especially hate Malkioni.
Base skills are as normal for Hsunchen, except Conceal +10 and
Track +15. Cultural weapons include Head Butt 30, 1H Spear attack 25,
Target Shield parry 25, and Thrown Javelin attack 25.
Horns Fleece Hooves UDRA: otter, Ralios/Maniria The Udrai live by fishing and collecting small animals in the
shallows, and by gathering plant foods. They are not warlike, but
will unite to defend themselves. They use a one-person boat like a
coracle.
Base skills follow the Hsunchen norm, except for Boat +5, Swim
+25, and no bonus to Track. Cultural weapons include 1H Spear attack
and parry 25, Net attack 25, and Thrown Javelin attack 25.
Diver Sleekness Webs If the target has both Sleekness and Webs, his or her Swim skill
doubles or increases by 50, whichever is better. Only Sleekness can
Awaken a character's Beast.
UNCOLING: reindeer, Fronela VRIMAK: eagle, Kralorela The other branch lives on islands and beaches in southeast
Kralorela and some of the East Isles. Myths surround this branch,
because their totem is one of the First Four Companions who aided
Earthmaker. Sea Eagle brought help from the east.
Their cultural weapons are Bow attack 30, 2H Spear attack and
parry 25, Fighting Claw attack 20.
Eagle Eye Eagle Feathers Eagle Wings Speak with Raptor YAAB: fox, Fronela and Kralorela Their cultural weapons include 2H Spear attack and parry 25, Bow
attack 25, Dagger attack 25.
Fox Head Fox Tail Fox Legs If the target has both Fox Head and Fox Legs, he or she can attack
with two Scratches or with Bite and Scratch, the second attack
occurring 3 SR after the first.
ZUZIM: tiger, Kralorela &
Pamaltela Zuzim show up in all the parts of the Fethlon jungle open to
humans. The elves refuse to say if they haunt the places they
prohibit. Zuzim turn up in Teshnos, Trowjang, the Hachuan Shan
mountains, and in the Kralorelan provinces of Wanzow and Boshan. Many
of them speak the languages of the neighboring humans, but none speak
Aldryami.
In Pamaltela, the Zuzim live in the eastern jungles within a
hundred kilometers or so of the coast. Individuals range westward and
southward into lightly-populated areas, as far as Umathela and the
eastern plains. There are a few small groups throughout the Errinoru
Jungle, except where the elves are hostile to all humans.
A Zuzim, whether male or female, has the following statistics:
STR 2D6+6
CON 3D6
SIZ 1D6+12
INT 2D6+6
POW 3D6
DEX 2D6+6
APP 3D6 Their cultural weapons include 2H Spear attack and parry 30, Kick
attack 25, and Thrown Javelin attack 25.
Zuz Head Zuz Prowess Zuz Claws The target's hands become paws, and he or she cannot use any
Manipulation or Weapon skills. The target has a 10% penalty to Climb
and Dodge, and cannot Ride or Throw.
If the target has both Zuz Head and Zuz Claws, he or she can
attack with both claws or with Bite and Claw, the second attack
occurring 3 SR after the first. If the target has both Zuz Prowess
and Zuz Claws in effect, he or she loses the penalty to Climb and
gets bonuses to Swim (+15), Hide (+20), and Sneak (+20). The bonus to
Hide is in addition to the camouflage bonus. A Zuzim must cast both
spells to Awaken the Beast.
This spell causes the target's head to become cervine, and antlers
sprout from the top of his head. Females grow no antlers. The size of
a male's antlers depends on his age. The largest antlers sprout from
the heads of males in their late twenties and early thirties, varying
with the individual. Antlers do between 1D6 and 2D6+2 damage,
depending on size. Targets use their normal human Head Butt skill.
Both genders gain a Smell skill at 50. Hard helmets cannot fit, and
soft ones fit only if provided with antler holes.
This spell causes a brownish coat of fur to sprout from the target's
skin. The fur adds 20 percentiles to Hide skill in appropriate cover.
It acts as 1 point armor. The spell also adds 6 to STR and DEX.
This spell turns the target's limbs into deer legs. The target can
Jump at +25 and, while the spell lasts, for twice the normal
distance. The target can run at 10 meters per SR, with bursts up to
25. The character only needs to make half as many fatigue rolls as
normal when running. The character's hands turn into hooves, and the
character cannot perform any Manipulation, Melee Weapon, or Missile
Weapon skills. He or she has a thirty percentile penalty to Climb,
and cannot Ride or Throw.
This people are perhaps extinct, or rather, perhaps all of this tribe
has adopted civilized ways. Still, the civilized Galanini have a
superstitious belief that their chiefs can turn into horses. If any
traditionalist Galanini exist, they live in Vesmonstran, the East
Wilds, Pralorela, or even Wenelia in Maniria. One rumor says a clan
passed over the High Llama Pass into Jonatela, and entered Charg
before the Syndics' Ban. Wherever they might be, they would be hard
to distinguish from other horse-riding peoples.
Turns the target's head into a horse's. The target gains the ability
to eat (and gain nourishment from) grass, hay, and uncooked grains.
The target also gets a Bite attack at 40, doing 1D8. He or she gets a
Smell skill of 25. The target's head gains 2 AP. Normal helms will
not fit, but coifs and hoods might.
Gives the target the body of a horse. This proves awkward, if the
target is wearing clothes, and painful, if wearing armor. It doubles
the target's STR, and adds 2 AP to the torso.
Transforms the target's limbs into horse legs. The target can run
like a horse. He or she can Kick at 35, doing 1D6 damage. A Trample
attack will do twice the target's damage bonus, with a minimum of 1D6
damage. The target gets a bonus to Jump of +10. He or she adds 2 AP
to all limbs. The target's hands turn into hooves, and he or she
cannot use any Manipulation, Melee Weapon, or Missile Weapon skills.
He or she has a twenty-five percentile penalty to Climb, and cannot
Ride or Throw. The target can carry properly-secured loads easily, so
divide ENC by three.
As far as the world knows, this clan is totally assimilated. Even
those who have assimilated, however, retain a deep feeling for
Grandfather Loon. Many members of the Ancient Beasts Society of
Ralios trace their ancestry to this tribe. Myths surround the tribe,
because their totem is one of the First Four Companions who aided
Earthmaker. Loon brought help from the north. Tribal legends state
that the tribe's ancestral homeland lies to the north, along a
beautiful sea coast.
The target gains the head and beak of a loon. This is not
particularly fearsome, except to fish. Nevertheless, any beak this
large makes possible a Peck attack at 25, doing 1D6. Normal helms
will not fit anyone affected by this spell, although soft coifs and
hoods will. The target loses the power of speech while the spell is
in effect, but can learn how to speak with a loon's head after a
total of twelve hours of practice. The power of speech always returns
when the spell ends.
The target sprouts a coat of feathers from his or her skin. This
provides some protection from cold, and 3 AP on all locations.
Without this spell, the target cannot fly using the Wings spell.
The target's arms turn into wings. A Wing Buffet attack at a base of
25 does 1D4 damage. If the target also has the Feathers spell, he or
she gains a Fly skill at 30. The minimum speed is 7 meters per SR. At
this speed, the character must make fatigue rolls as if in combat.
Faster speeds make the character make more frequent fatigue rolls, up
to a maximum of 21 meters per SR and one roll per melee round. The
target's hands become part of the wings, and he or she cannot use any
Manipulation, Melee Weapon, or Missile Weapon skills. He or she has a
twenty percentile penalty to Climb, and cannot Throw.
These people are traditional enemies of the Kralorelans. They are a
large people. An average male stands six feet tall and weighs over
100 kilograms (STR & SIZ 2D6+9). Females are only slightly
smaller (STR & SIZ 2D6+7). Both genders are extremely
heavy-framed, with short limbs and thick fingers. They inhabit the
Shan Shan and Hachuan Shan mountains, and raid into the lowlands when
they can or must. They live a harsh life, and look with disdain on
the soft civilized people in the valleys. They subsist on yak milk,
yak butter, yak meat, vegetables gathered in the summer, and stolen
rice.
Gives the target horns with which he or she can Head Butt doing 1D10
damage. Hair and thickened bone on the head gives 3 points armor and
keeps the head warm in any weather. Helms will not fit, but coifs and
hoods may.
Causes long black hair to sprout from the target's body, and the
target's torso becomes yak-like. The target gains 6 points of STR.
The hair gives 5 point armor on the target's torso. The target can
withstand any earthly cold while affected by the spell, but the spell
will not protect extremities from frostbite.
The target's limbs become yak legs. The target can trot at 6 meters
per SR, and sprint at 15. Three armor point hair covers the target's
limbs, and protect them from any normal cold. The target can also
Kick with any limb at 35, doing 1D8 damage. If the target is also
under a Yak Hair spell, divide any load by two to find the
character's encumbrance level. The target's hands become hooves, and
he or she cannot use any Manipulation, Melee Weapon, or Missile
Weapon skills. He or she has a twenty percentile penalty to Climb,
and cannot Ride or Throw.
This tribe pursues its age-old hunting culture on the fringes of the
dwarf-influenced cultures of Slon, in far western Pamaltela. They
make war against the Mostal-worshiping humans when necessary, but are
gradually being pushed back. Of necessity, they are learning to use
the higher technologies of their opponents.
Gives the target the head of a large boa constrictor. This gives many
benefits. First, it adds 2 AP skin to the head. Also, the target
gains a rudimentary darksense (no Scan or Search, but can distinguish
warm and cold areas occupying about fifteen degree sections of its
visual field, and attacks are only -50 percentiles in complete
darkness). Further, the target gains a Bite attack at 50, doing 1D8
damage plus normal (not halved) damage modifier. Normal helms do not
fit, but coifs and hoods do. The target loses the power of speech
while the spell lasts.
Gives the target a cylindrical torso and a tapering tail, all covered
with 2 AP skin. It increases height by 25%. It increases DEX by 6.
The target can Constrict at 25 plus one-half his or her attack
modifier, doing half his or her damage bonus as damage. This skill
can increase through experience, but see below.
Can only be used if the target is under a Snake Skin spell. Causes
the target's limbs to be absorbed into the body, increasing length
proportionally. The overall effect is to give the target a body
length double normal height. The spell also boosts STR and CON by 6
each. The target can Constrict at 50, doing full damage bonus as
damage. The skill can increase through experience, but when the user
has only a Snake Skin spell on, use one-half skill. The target's skin
has 4 AP, and this covers the head also if the target is under a
Snake Bite spell. The target can also Climb at +40, Dodge at +25,
Hide at +40, and Sneak at +40. The target's limbs disappear and he or
she cannot use any Manipulation skills or Weapon skills, except Bite
and Constrict. The target cannot Ride.
These primitive hunters have a stone-age level culture. They live in
dense jungles "Outside the Walls" of the dwarf lands. They wander
from place to place, riding or following their dinosaur companions.
They live on the carnivorous dinosaur's leavings, blood taken from
the herbivorous dinosaur's bodies, and plants they gather themselves.
They have a varied tool-kit of stone and bone and occasional
cast-offs from the dwarfs. They know nothing of trade customs. The
dwarfs' human slaves sometimes attack them, so the Jaskali have
become wary of strangers.
This gives the target the head of a carnivorous dinosaur. It gives a
Bite attack at 50, doing 1D10 damage. Normal helms will not fit, but
coifs and hoods will. The target loses the power of speech while the
spell lasts.
This spell provides 5 AP on the target's entire body.
This spell turns the target's limbs into the limbs of a bipedal
dinosaur. He or she can move at 6 meters per SR, with bursts up to 18
meters per SR. The target's hands become small claws (attack at 30,
doing 1D4) and he or she cannot use any Manipulation, Melee Weapon,
or Missile Weapon skills. He or she has a twenty percentile penalty
to Climb, and cannot Ride or Throw.
These grouchy
people live solitary lives, except for mothers with children. They
have a stone-age culture, but males sometimes work as mercenaries and
buy metal goods. Too long an exposure to groups always drives them
back to solitary life in the wilds.
Gives the target the head of a badger. The target can Bite at 50,
doing 1D8. He or she gets a Smell skill at 50. Helms will not fit,
but coifs and hoods may.
Gives the target a loose, baggy hide. It increases the target's STR
by 6. It adds 4 AP protection, and the target can wear soft armor
while under the effect of the spell. The spell also makes the target
very hard to catch or hold onto. No matter where one grabs the
target, he or she can twist to bite or strike at the attacker.
Turns the target's limbs into short, clawed badger legs. Digging, the
target can move vast amounts of dirt very quickly. In soft loam, the
target can burrow a meter in a melee round at the same cost in
fatigue as if in combat. In harder soils, the distance traveled would
be less, or the fatigue cost higher. The target can Claw at 30, doing
1D6+1 damage. The target's hands become clawed paws, and he or she
cannot use any Manipulation, Melee Weapon, or Missile Weapon skills.
He or she has a twenty percentile penalty to Climb, and cannot Ride
or Throw.
This tribe lives in tight-knit colonies on the coasts of various
rocky islands. Males' STR and SIZ are 1D6+13, and females' are 1D6+5.
About one male in ten gets to mate, and keeps a harem of five to
fifty females. These dominant males fight off rivals during the
mating season (late Fire Season). Other males lurk on the edges of
the village, trying to get a chance to mate. The tribe lives on
seals, mollusks, crustaceans, and fish they catch in inter-tidal
areas. Their boats are primitive, and make inter-island travel risky.
The head and neck thicken, especially in males, and long whiskers
sprout from the face. Large canines give males a Bite attack at 30,
doing 1D6. The target can hold his or her breath for fifteen minutes.
Helms will not fit, but coifs and hoods may.
Gives the target 4 AP in every location, and also makes him or her
float. The blubber protects from cold, even below freezing, but that
feature is rarely useful in the East Isles.
Turns the target's limbs into the limbs of a sealion. The hind limbs
fuse to form the two-lobed fins. The spell adds +20 to the target's
Swim skill, and the target's swimming speed is 4 meters per SR. The
target's hands become flippers, and he or she cannot use any
Manipulation, Melee Weapon, or Missile Weapon skills. The target has
a twenty percentile penalty to Climb, and cannot Ride or Throw.
The boar god is an ill-tempered beast, and his followers share his
worst personality traits. They are stubborn, violent, dirty, and
voracious. The rulers of Ramalia keep them under control through fear
and superior magics. The rulers destroy any Mraloti shaman who seems
close to being able to threaten the power structure. Many of the
people are barbarian herders, but some now mix herding and farming.
Others hunt the wild forest pigs as their ancestors did. The farmers
confess the faith of the Invisible God, but many continue to worship
Mralot.
The target gains tusks, which can Gore at 50, doing 1D8 damage. The
target gains a Smell skill at 25. With a little adjustment, soft
helmets will fit.
The target gains 4 AP hide on the torso. STR and CON increase by 6.
The target can run like a wild pig (6 meters per SR, up to 18
sprinting). The target can carry more weight, so divide ENC by two.
The target can Stomp downed foes, doing twice his or her damage bonus
with a minimum of 1D8. The target's hands become hooves, and he or
she cannot use any Manipulation, Melee Weapon, or Missile Weapon
skills. He or she has a twenty percentile penalty to Climb, and
cannot Ride or Throw.
These people live in yellow elf forests with the sufferance of the
elves. Their totem animal is a small species of the Loxodont genus,
with the following stats:
Gives the target an elephant head, proportioned to body size. The
nose elongates into a trunk, enabling the target to trumpet very
loud. This trumpeting allows the target to communicate in Orik over
hundreds of meters. Shamans learn how to make a deep rumbling that
carries for miles.
Gives the target 4 AP in every location, and adds 6 to STR.
Turns the target's limbs into elephant legs. The target can move at
an elephant's speed. He or she can Kick at 25, doing 1D6, and Trample
a downed foe, doing twice damage bonus, with a minimum of 1D6. The
target's hands become elephant feet, and he or she can only Throw or
use Manipulation and Weapon skills with the trunk (if under the
Trumpet spell). The character has a thirty percentile penalty to
Climb, and cannot Ride.
This tribe lives in scattered family units on small river
tributaries, and in small villages on major rivers and river forks.
They eat meat raw, but not in the rotten state crocs prefer. On their
holy days, they do eat rotten meat. They supplement their diet with
frogs, grubs, and some plants. Unlike many other Hsunchen, they
observe a taboo against eating their totem.
Gives the target a croc's muzzle. A Bite attack at 30 does 1D10.
After a successful Bite, the target automatically Grapples in every
later round. The grapple ends when the character decides to let go,
the character's head HP become negative, or the victim overcomes the
target in a STR v. STR contest. Grin adds 6 to STR for this purpose.
Functional incapacitation does not loosen the hold. Helmets will not
fit. The target loses the power of speech while the spell lasts.
Gives the target 5 AP in every location, and gives the target a tail.
The tail adds 1 meter per SR to swimming speed.
Of little use on land, in water this spell doubles the target's Swim
skill and adds 1 meter per SR to his or her speed. The target's hands
become crocodile paws, and he or she cannot use any Manipulation,
Melee Weapon, or Missile Weapon skills. The target has a 20% penalty
to Climb, and cannot Ride or Throw.
This tribe is closely related to the Damali
deer people, who live in an overlapping territory. Their animal
resembles the Old World elk, not the New World wapiti. Pralori
culture is very much like that of the Damali, including the base
skills. The main exception is that elk are large enough to ride.
Thus, Pralori have a Ride base of 05. Pralor's cult special spells
are identical to those of the Damali. Pralori resent being confused
with the Damali, as ignorant people often do.
This culture is described in detail in Genertela: Crucible of
the Hero Wars.
Gives the target a Bite attack at 25, doing 1D10. If the Bite attack
gets through armor, the target can Overbear the next round in
addition to the normal two actions. Hard helms will not fit the
target, but coifs and hoods will fit.
Gives the target 3 AP in every location, and adds 25 percentiles to
Hide. The target's STR doubles (the doubling is not cumulative with
any other spell). The target does not fatigue as fast as normal when
in combat.
Turns the target's limbs into bear legs. The target can make a Claw
attack at 40 with either forepaw, doing 1D6 damage. He or she cannot
use Missile weapon skills at all. The target can move on four legs at
5 meters per SR, with bursts up to 15. On two legs, he or she moves 2
meters per SR, or runs at up to 6. The target's hands become paws,
and he or she can use Manipulation and Weapon skills only at base
percentages. He or she cannot Ride or Throw.
These people worship the moa, a three-meter tall flightless bird that
lives in light jungle lands. The moa has many peculiarities for a
bird, including feathered legs. The Swaexi follow the moas, eat many
of the same foods as moas, wear moa feathers, and ritually eat moa on
their holy days. They imitate the walk of moas, and fashion their
dances after moa mating rituals. They hunt with spears fashioned out
of moa shank bones. They wear slivers of moa bone through their noses
and ears. They elongate their necks to resemble moas'. They're just
wild about moas.
Causes the target's neck to elongate to about three times its normal
length, while the head shrinks down somewhat to compensate. The
target's nose turns into a beak, with which he or she can Peck at 25,
doing 1D6 damage. Damage modifier is normal, unlike a Demi-Bird's.
The target cannot wear a normal helmet, and loses the power of speech
while the spell lasts.
Covers the target's body in soft, fine brown feathers. Adds 10
percentiles to Hide and Sneak, and provides 4 AP protection.
Turns the target's arms into moa wings and his or her legs into long,
gangly moa legs. The wings provide balance only. The target can move
7 meters per SR, with sprinting speeds up to 21. The target can carry
properly-secured loads easily, so divide ENC by two. The target can
kick at 30, doing 1D6 damage. The target's hands become part of his
or her wings, and he or she cannot use any Manipulation or Weapon
skills, Ride, or Throw.
This much-dwindled people live in pastures and meadows in Tarinwood
and on the coast to the south of Tarinwood. One clan of them lives in
Pralorela.
Causes the target's head to grow sheep horns. The target can Head
Butt doing 1D8 damage.
Makes the target flocculent. The wool gives 4 AP protection in every
location, and protection from cold.
Turns the target's limbs into sheep legs. The target can move at 6
meters per SR, with bursts up to 18. The target can carry
properly-secured loads easily, so divide ENC by two. The target can
kick at 25, doing 1D6. The target's hands become hooves, and he or
she cannot use any Manipulation or Weapon skills. He or she has a
twenty percentile penalty to Climb, and cannot Ride or Throw.
This tribe inhabits the Noshain River in southern Ralios, from its
higher reaches down almost to the city of Handra in Maniria. Myths
surround this tribe, because their totem is one of the First Four
Companions who aided Earthmaker. Otter brought help from the west.
Udrai claim to have migrated from the west, and scholars have found
pre-Dawn references to them in documents from the Neliomi sea region.
Allows the target to remain underwater for five minutes at a time,
with only one minute needed to fully recharge the lungs. It also
gives the target 2 AP fur on the head. The target can Bite at 25,
doing 1D4 damage.
Gives the target the sleek, water-shedding fur and long, flattened
tail of an otter. This protects from hypothermia underwater, and
provides 2 AP protection. The target gets a +25 bonus to Swim skill,
and can swim at 1 meter per SR (instead of the normal .5 m.).
Causes the target's fingers and toes to become webbed like an
otter's. This gives a 10 percentile penalty to Manipulation, Melee
Weapon, and Missile Weapon skills. The target gets a +25 bonus to
Swim skill. The spell adds 1 meter per SR to the target's swimming
speed.
This people worship the mighty reindeer of the northern plains. They
follow that animal's migrations, and have gradually changed the
reindeer spirit so that the animal will move together in large herds.
Their culture is strong and wide-spread. Their base skills and spells
are essentially the same as the Damali's. Like
the Pralori, they ride their beasts, and have
a Ride skill of 05.
One branch of this tribe lives in mountainous regions of the Shan
Shan and Hachuan Shan. They live in small groups, called eyries. They
hunt primarily with bows, taking birds and other game. They have good
relations with the Pentan nomads, with whom they trade trained hawks
for metal. This branch receives an additional cult special spell,
Speak with Raptor.
Turns the target's head into an eagle's. The target can Peck at 40,
doing 1D8. His or her Scan and Search skills double. Normal helms do
not fit, but coifs and hoods can, if specially adapted. The target
loses the power of human speech while the spell lasts. If the target
has the Speak with Raptor spell in effect, he or she can communicate
with raptors at double normal communication skills (Orate, Fast Talk,
etc.).
Gives the target 2 AP of feathers in all locations except the legs.
The feathers protect against cold, and also make it possible to fly
with the Eagle Wings spell.
Turns the target's arms into eagle wings, and his or her legs
into eagle legs with talons. If the target also has Eagle Feathers in
effect, he or she gains a Fly skill at 40. The target can fly at
seven meters per SR, and stoop at up to thirty. Talons can Rake at
30, doing 1D6 damage each. The target's hands become part of the
wings, and he or she cannot use any Manipulation, Melee Weapon, or
Missile Weapon skills. He or she has a twenty percentile penalty to
Climb, and cannot Ride or Throw.
2 points touch, temporal, nonstackable, reusable
Allows the target of the spell to talk with any hawks or eagles,
including falcons but excluding nighthawks. The target can persuade
the creature with Orate, Fast Talk, Intimidate, etc., or Speak
Firespeech (which works just like Orate or Fast Talk). The spell does
not bestow greater intelligence on the raptor. Thus, it can only
relate what it has observed and understood, and can only do things
that begin now, not at some point in the future.
These people are characteristically sly, shy, and solitary. Some of
them try city life for a while, but always return to the country
after a year or two. Yaabs have normal human statistics, except for
SIZ 1D4+6 for males and females, and DEX 3D6+6.
Gives the target a Bite attack at 40, doing 1D6 damage. It also gives
a base Smell skill of 35, and 1 AP on the head. If the Bite attack
gets through armor, the target can Overbear the next round in
addition to its normal two actions.
Gives the target the body and tail of a fox. The spell increases DEX
by 1/2, adds 1 AP to the torso, and gives a 10 percentile bonus to
Hide. He or she gains a Smell skill at 35.
Gives the target the legs of a fox. He or she can trot at 7 meters
per SR, and sprint at 21. The character gets bonuses to Dodge (+20),
Jump (+10), Swim (+10), Hide (+25), and Sneak (+25). The target can
attack with a Scratch at 25, doing 1D4 damage. The target's hands
become paws, and he or she cannot perform any Manipulation or Weapon
skills. There is a twenty percentile penalty to Climb, and the target
cannot Ride or Throw.
These people are the most secretive of the Hsunchen. They live in
deep jungle, where they hunt individually or in small groups.
Outsiders know little about them. Neighboring tribes believe they
always turn into tigers every seventh night. Many have dealt with
them without knowing they were Zuzim. We know this because people
have seen their old friends turning into tigers. Also, some
individuals mysteriously disappear on Beast Night. Zuzim do not
appear to be evil or chaotic, but act rather odd. Unlike some other
Hsunchen, they have never fought for the Huan To of Kralorela.
The target's head becomes much like a tiger's, with large fangs. The
target gets a Bite attack at 40, doing 1D10 damage. He or she also
gets a base Smell skill of 40, and 2 AP on the head. If the Bite
attack gets through armor, the target can Overbear the next round in
addition to the normal two actions. Normal helms will not fit, but
coifs and hoods will.
Gives the target the body and tail of a tiger. Multiply the target's
STR by 2 1/2 and add 2 AP to the chest and abdomen. (The multiplier
does not apply to STR increase from any other spell.) The camouflage
pattern of the fur adds 15 to Hide.
The target's limbs turn into tiger's legs. The target's normal move
in combat is 5 meters per SR, and he or she can sprint at up to 20.
The target can Claw with either foreclaw at 40, doing 1D8 damage. If
the target hits with both claws in one round, he or she can rake with
the hind claws in the next. If the target is supine, he or she can
rake immediately. The Rake attack is at 50, and does 2D6 damage. The
target gets a 20% bonus to Jump. He or she gains 2 AP on the limbs.
See also the
Hsunchen of East
Ralios.