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- December 5, 2013 at 9:02 pm #252814AnonymousInactive
A few notes on the last few posts…
Call of the Three Sisters – Tier II: AR 6 seems like a lot to me. I propose to lower that to Natural AR of 4 against cold-based attacks. Then it could stack with worn armor in the same way as Natural Armor normally does. And it’s in line with what a Heavy Armor would give for AR.
(Also I like the Tier III ability.)Nightmare, Lesser – I kind of liked the way the original version was a delayed effect. It felt less like a combat spell, and more like a way for a stealthy Hunai to sneak up on a group of slavers at night and try to scare them off. I’m not opposed to the changes, but I prefer the original. (The Greater version was for combat.)
Winter’s Wind – (“Chilled Wind” now)
1. Should be “all affected creatures” since you need to bypass their Fortitude.
2. How long does the penalty last?Spells in general, When I form a mental image of the Hunai (from my interpretation of the excerpt) I think that there would be healing magic, spiritual magic and harvest magic. However, harvest magic seems very long-term and not something that would appeal to players. So I find myself wondering about who the intended audience for this crunch is… Players of Hunai PCs? Game Masters? (To elaborate, spells like “Shield My Children” and “Nightmare, Greater” have obvious usefulness. But a spell that helps a field of crops grow or that brings rain or something, while useful, would not be something that any PC is likely to be interested in. So is this a direction that we should spend some of out efforts exploring, or is it not likely to be adopted into the final product?)
Regarding the “Winter’s Wind” and the temperate climate, I don’t think that the spell would be out of character. It’s not… “overly wintry” in my opinion. And since they do see the occasional “cold snap” I could see them using that as spell inspiration.
Henry: Is it possible to get more “flavor” information about Lyssandra? From the excerpt posted, we know that she’s feisty and is affiliated in some way with the green moon. We know that her light tempers the darkness. Is there something else we could use to help us come up with additional flavor crunch?
Nayal’s Dark Night – Since there is no attack roll (if you’re in the area, you’re affected) I suggest that you change, “While this condition can be lifted once they leave the darkness” to, “This condition only affects creatures while they remains in the darkness”. (I take it that the flaws are there to offset the automatic effects?)
Shield My Children – Is this in line with other Tier III spells? (Essentially, it’s a push 4 to negate an attack on an ally.)
Scott
December 5, 2013 at 10:27 pm #252818drafitParticipantHello Scott,
Henry: Is it possible to get more “flavor” information about Lyssandra? From the excerpt posted, we know that she’s feisty and is affiliated in some way with the green moon. We know that her light tempers the darkness. Is there something else we could use to help us come up with additional flavor crunch?
Not at the moment as that’s all I have written about Her. I suppose we could add the stirrings of strong emotions (?) to Her portfolio? Or perhaps the creation of or the banishment of illusions (but not both) – as in the Green moonlight can burn away illusions or illuminate the true being? Or within the Green Haze of moonlight, strange shapes manifest and appear real?
Upon further consideration, I think I prefer the creation of illusions, rather than dismissing them as that has more of an Illiir feel.
December 6, 2013 at 3:21 am #252844AnonymousInactiveA few notes on the last few posts…
Call of the Three Sisters – Tier II: AR 6 seems like a lot to me. I propose to lower that to Natural AR of 4 against cold-based attacks. Then it could stack with worn armor in the same way as Natural Armor normally does. And it’s in line with what a Heavy Armor would give for AR.
I chose this number because Infernal Heritage (Frost Born and Fire Born) and To Withstand the Crucible of Flame all grant Elemental AR 6.
Nightmare, Lesser – I kind of liked the way the original version was a delayed effect. It felt less like a combat spell, and more like a way for a stealthy Hunai to sneak up on a group of slavers at night and try to scare them off. I’m not opposed to the changes, but I prefer the original. (The Greater version was for combat.)
My pass at it was a pretty close point-for-point retread of your spell, though I altered the wording to be more concise. I’m not sure where you’re coming from here. . . Do you mean Nightmare, Greater? If so I chose the Horror Check because functionally it does at least as much as you said, as well as additional choices. Personally, I’m not a huge fan of simple “Push” effects, especially at higher tiers since they’re effectively useless in my experience.
Winter’s Wind – (“Chilled Wind” now)
1. Should be “all affected creatures” since you need to bypass their Fortitude.
2. How long does the penalty last?Fixed! Thanks!
Spells in general, When I form a mental image of the Hunai (from my interpretation of the excerpt) I think that there would be healing magic, spiritual magic and harvest magic. However, harvest magic seems very long-term and not something that would appeal to players. So I find myself wondering about who the intended audience for this crunch is… Players of Hunai PCs? Game Masters? (To elaborate, spells like “Shield My Children” and “Nightmare, Greater” have obvious usefulness. But a spell that helps a field of crops grow or that brings rain or something, while useful, would not be something that any PC is likely to be interested in. So is this a direction that we should spend some of out efforts exploring, or is it not likely to be adopted into the final product?)
I will agree that Belisarda’s spells in the Pantheonistic spells should be healing/harvest based (hence the choices I suggested). Things for Crops and whatnot would probably fall under the auspice of ‘Ritual’ rather than “Spell/Cant”, if for no other reason that from a game-play perspective they would not add much to the player experience. Things that have more immediate uses (like Blessings of Plenty) would be more appropriate for the Living Campaign in my opinion.
Nayal’s Dark Night – Since there is no attack roll (if you’re in the area, you’re affected) I suggest that you change, “While this condition can be lifted once they leave the darkness” to, “This condition only affects creatures while they remains in the darkness”. (I take it that the flaws are there to offset the automatic effects?)
That is more concise. Thanks! And I added the Flaws mostly for flavour reason (though I did make the talents better because of it) to represent the damage to their souls that they were willing to take on to let Nayal purely into their life. That is up to Henry and all you guys to tell me if it is worth it

Shield My Children – Is this in line with other Tier III spells? (Essentially, it’s a push 4 to negate an attack on an ally.)
Scott
It is a Tier III, ranged version of a Unique Spell (Arcane Shield). I figured Tier III would be an appropriate place for it, but I’m perfectly open to suggestions.
December 6, 2013 at 3:56 am #252845AnonymousInactiveMy pass at it was a pretty close point-for-point retread of your spell, though I altered the wording to be more concise. I’m not sure where you’re coming from here. . . Do you mean Nightmare, Greater?Nope, I was referring to the Lesser vesion. Here’s what I was referring to…
Your target’s psyche is temporarily damaged by the onslaught of nightmares during her next night of sleep. As a result, she is exhausted and shaken until she can get a night’s rest that isn;t haunted by nightmares.
emphasis mine. Your updated version removed that phrase. I assumed it was intentional. As I said, I personally liked it better as a ‘utility’ spell as opposed to a ‘combat’ spell. But maybe we can get some of the other members of the group to weigh in.

Also, I like the suggestion that the harvesty-type spells would be rituals. I’ll see what I can come up with on Friday.
Oh, and I took a second look at the Frost Born and Fire Born Infernal Heritage traits. Yeah, I forgot about those. (I’m trying to recall if adding a frost or fire rune to your weapon changes all of the damage dealt to cold or fire. But that’s a topic for another forum.)

ScottDecember 6, 2013 at 7:17 pm #252871AnonymousInactiveQuestion re: the Hunai – You mentioned the possible need to stat them. Do they have some Elemental nature or other thing that makes them not normal humans (like the Undir, Kio, and maybe Pengik)? If not, I agree we just need to make them human.
Additionally, would you like other Paths for the other two Goddesses? Those who focus more on Belisarda getting more healing/hunting paths, and those that focus more on Lyssandra gaining things that makes them warders of the people (illusionists, protectors, etc)? Basically Priest, then one “Holy Champion” for each Goddess?
December 6, 2013 at 7:58 pm #252875drafitParticipantHello,
The Hunai are just basic humans, so no stats will be needed. What do the rest of you think about new backgrounds tailored to them?
As far as a Holy Champion variant, I don’t think that really applies. Now, we could have a hunter/tracker type, I suppose, but having a one for one analogue seems contrived to me.
As to Scott’s question: while Harvesting rituals and what not might make sense, we need to tailor the spells, Paths, etc for the players and GMs. I may make a not saying that there are rituals of giving thanks for a bountiful crop, etc, but that’s about as far as we need to take that.
Speaking of harvests and farming, my original thought was that the Hunai live in a Garden of Eden locale, where the food can be plucked from the trees and vegetables from the ground. Livestock is plentiful and they live off the land.
So the question is: can a population of a few thousand humans, living in small groups like tribes, sustain themselves in such an environment? If so, then Harvest spells etc would be unnecessary as there would be no need for farming.
December 6, 2013 at 8:46 pm #252877AnonymousInactiveWell, looking at the Backgrounds, I think (from a realistic point of view) we’re somewhat limited in what angles we can take. From your descriptions the Hunai are basically a Hunter-Gatherer society with a fairly well developed religion based on their desperate, tribal nature. Because of the Tribal structure, a lot of the jobs that would be needed to be filled in their society are mostly covered by what we have already. After all, if they are peaceful, militaristic Backgrounds (ie: Soldier, Mercenary, Templar, etc) would not be appropriate, and nor are a lot of Cultural-specific Backgrounds (like Squire, Equestrian, Laerestri, etc). Unless we develop the Hunai more, they’d basically be ‘stuck’ with the fairly generic Backgrounds:
Former Slave and Former Gladiator – Representing those Hunai who we’ll mostly see in the Blessed Lands
Former Merchant, Huntsman, Peasant/Plebian, Performer, Vagabond and Woodsman would all be representative of general tribal life and would also be useful for backgrounds from before they were brought to the Blessed Lands.
For the ‘nobles’ of the Hunai, Diplomat (inter-tribal), Initiate of the Gods (I’m still not fond of this being here as to me it suggests more structure than I think exists), Keeper of Traditions, and possibly things like Tutor could also be acceptable options.
I know this might be a stretch , but looking for a “real life analog” for a Hunter-Gatherer population, my mind goes to groups such as the Ojibway First Nations group from where I grew up. Their society was split into different Tribes, yes, though they were all allied with each other (and the Ottawa and Potowatomi) under the Council of the Three Fires (a loose coalition of culturally similar tribes, known collectively as the “Anishinaabe”). They were further split between different ‘Clans’, effectively castes within Ojibway society, which were designed to fulfill various roles within the society: The Crane and Loon Clans were the Clans of the inter-tribal diplomats, chiefs, and other ‘nobles’ and ’emissaries’ of the Ojibway, serving as their balanced system of governance; the Fish Clan consisted of the teachers and sages, and acted as an intermediary clan between the Loons and the Cranes; the Bear Clan consisted of those who patrolled the Tribe’s territory, and acted as basically EMT’s and Police in our society; the Deer Clan were responsible for the upkeep of the community, building housing, making poetry and other spoken word, etc; the Martin clan were the more militaristic clan, consisting of the Hunters and warriors; and the Bird Clan was responsible for the spiritual well-being of the tribe. The Tribes were not permitted to intermarry (ie: Two Bears could not intermarry). Additionally, there was another group involved in the Anishinaabe peoples: The Midewiwin Society, which was viewed as a Shamanistic Cult of Medicine men.
Using this as an example, would it be fair to make similar roles for the Hunai? As such, we could fit Backgrounds with Clans (castes, roles, etc) which would allow us a bit more freedom to make up new, unique backgrounds.
One Background we could take would be a replacement for “Initiate of the Gods”, as that Background seems a bit. . . structured to me. Maybe “Faith Healer”, or fit in “Keeper of Traditions” from the Codex of Heroes. This may be me trying to fit a square peg in a round hole, but my read doesn’t see Initiate being an appropriate title for them.
December 6, 2013 at 9:30 pm #252881drafitParticipantCody,
While interesting (and something that can be used later) that’s not what I want for the Hunai.
the image I have in my head are that they physically resemble Norsemen (tall, brawny and dirty blond hair) but live and act like a cross between the Eloi from the Time Machine and the humans from the original Planet of the Apes movie – with a little more savvy and intelligence.
OK – so if nothing new lends itself, then we can move on to filling out the spells, Paths and Talents that would be new and applicable to them.
As players, what do you consider to be a good number of crunchy items before this became the sourcebook of the Hunai in the Blessed Lands?
December 6, 2013 at 10:07 pm #252883AnonymousInactiveIf they only represent one section of the book, I think 2-4 Paths and maybe 1-2 Backgrounds would be appropriate (after all, we still have Khitani, Almai, the Andyar, etc. to go!). For talents, I’d say we have maybe 2-3 new talents for the Hunai in addition to the Limited Talents granted via their Backgrounds and Paths. Spell-wise, I’m unless people want to fill in the ‘off the shelf’ spells that I had for Diety (Pantheonistic, Three Sisters), I’m not sure what else would be needed for the Hunai. They do not cast Elder Spells, Henry has said they do not have much of an Eldritch Tradition, and they do not cast Psionics. That would only leave Hunai specific Deity (which Scott and I have listed a few options) and Primal. Unless there is a cult or nature-worship above the Three Sisters in the Hunai, I would say that we keep the spells narrowed to Divine. We may want to have a few “Hunai-only” Divine spells, but I think Deity covers that because then we start getting into Exotic and Secret Spells possibly.
Edit: With the additions I made below, of my suggestions/modifications of Scott’s stuff there are: 4 Paths for the Hunai, 6 Spells, and 6 Talents. I think this is a pretty good selection for what is probably a fairly small portion of the book.
December 6, 2013 at 11:24 pm #252885AnonymousInactiveTwo possible new Paths. They are both arguably “Holy Champion” paths as they are religious in nature showing off aspects of the Three Sisters (Nayal’s would be the one previously suggested):
Caller of Beasts
It is a given that in most cultures, if you wish to partake in eating animals, you must indulge in the hunting and killing of animals. The pacifistic Hunai, on the other hand, are not known to use more than the most basic of tools and generally abhor the use of weapons such as bows and spears to gather their prey. Instead, the Hunai appealed to the Mistress Belisarda for an answer, and she responded instilling in her chosen people the ability to call beasts to them instead. So long as those trained in the sacred rites of Belisarda respect the animal being sacrificed for the good of the tribe, these individuals are given a certain ability to control the beasts of the Sea of Grass.
Nationality: Hunai, Must worship the Three Sisters.
Apprentice Caller of Beasts
Requirement: Animal Affinity (ta), at least 3 ranks in Beast Lore and Wilderness Lore.
Skills: Beast Lore, Knowledge: Religion
Talents: Skill Focus (Beast Lore), Summoner of Beasts
Special: If you ever call a beast to you except for peaceful purposes or to sacrifice it for food, you loose all of this paths abilities for a period of one week.Master Caller of Beasts
Requirement: Caller of Beasts (Apprentice)
Skills: Wilderness Lore, Tracking
Talents: Loyal Companion, Merciful KillSummoner of Beasts [Skill, Devout, Limited]
You have been blessed with the ability to call animals to you.
Benefit: Once per day (Speed: 1 minute, Duration: Scene, Range: 1 mile) you may call a single prey animal (such as a deer, rabbit, etc.) within the power’s radius to you. The animal arrives Affectionate to you, and will allow you to kill it for nourishment as needed.Merciful Kill [Skill, Limited]
You have been blessed with a means of peacefully dispatching creatures.
Benefit: Once per day (Speed: 3, Duration: Instant, Range: Melee (1 target)) you may perform a Beast Lore (Ch) Action Skill Roll against the Fortitude of any Minion or Common level animal. If you succeed, the creature is instantly killed.Hunai Warden
Though the Hunai are known to be pacifistic and abhorant of violence, that does not mean that they are incapable of defending themselves. Among the tribes are a small group of individuals trained in the illusionary arts of Lyssandra. This small group of Hunai travel around, shielding their people from the Chauni slavers and other predators which come in Nayal’s dark night.
Nationality: Hunai, must worship the Three Sisters.
Journeyman Warden
Requirement: Stealthy (ta), must be trained in Stealth, Wilderness Lore, and Perception
Skills: Stealth, Wilderness Lore
Talents: Prestidigitation, Lyssandra’s BlessingsMaster Warden
Requirement: Warden (Journeyman)
Skills: Tracking, Athletics
Talents: Lay of the Land, Lyssandra’s Blessings.Lyssandra’s Blessings [Devout, Skill, Limited]
As Lyssandra uses her skills to ward away the preditors which stalk Nayal’s night, so do her Wardens protect the Hunai.
Requirement: Hunai, must worship the Three Sisters, trained in Stealth, Perception, and Wilderness Lore.
Benefit: Choose one of the following powers.Lyssandra’s Illusions – Once per scene (Speed:6, Duration: Binding (D), Range: Special), you may create an illusion to hide up to 10′ square per your Tier. This illusion can be of an impassable obstacle, a rock, or some other barrier. All passing the area must make a Perception (In) Action Skill Roll against your Discipline Defence in order to see through this illusion.
Lyssandra’s True Sight – Once per day (Speed: 4, Duration: Scene) you may be able to see through all forms of darkness, including that of magical darkness, as if it were illuminated by a full moon. All sources of darkness become one step less for you (Darkness becomes Shadowy, Shadowy becomes Bright), with all items which alter your ability to see in darkness (torches, Owl Eyed (ta), etc.) changing accordingly.
Lyssandra’s Madness – You gain the talent Horrific Visage.
December 9, 2013 at 6:12 pm #252985AnonymousInactiveCatching up on the conversation that I missed over the weekend.
Cody: Yeah, I had similar thoughts about the Hunai culture, but hadn’t articulated them to the point that you did. Thanks! (I have visions of an early Native American tribe, with some modifications.)
“Summoner of Beasts”
– Remove the requirements. Since this is a [Limited] Talent, it will need to be granted by a Path. And any Talent granted by a Path will ignore the Requirements, anyway. (So it’s just redundant that that point.)
– You mention a “spell’s radius” but there is no spell. So that will need to be adjusted.“Merciful Kill”
– Same comment about the Requirements.
“Lyssandra’s Blessings”
– Lyssandra’s Illusions – This looks like it’s supposed to be a binding spell. My suggestion is that you officially make it a spell, and the Talent grants you the ability to cast it using your Stealth Skill instead of Arcanum. (Mechanically, this works a lot like the bloodline powers of various Val. For example, the Val’Borda.)
– Lyssandra’s True Sight – I like this. But I wonder how much confusion will be generated by that last phrase, “as if it were illuminated by a full moon.” Maybe you shoudl clarify that it grants sight as if Shadowy Illumination to a specific distance?What do you all think about a path for an Oral-Tradition historian? Or maybe a background for it? That seems to me like something that the Hunai culture would do. Also, maybe something along the lines of a Shamen… A Path that would grant the ability to cast divine spells for those that happen to be sensitive to the spirits. I’m not thinking about an official title of Tribal Shamen or anything, but something for someone who happens to “feel the urge” and gets picked by the spirits to learn divine casting.
Thoughts?
Scott
December 9, 2013 at 6:20 pm #252987AnonymousInactiveAs for the talent, I was kind of hoping to avoid spells because we already have the Priests (or, Devoted) for that. They don’t have an Arcane tradition, which means we’re basically stuck with Divine for spells. I was hoping to provide a not-necessarily spell casting required path, but it may need to be.
As for the Oral Tradition, we already have on of those in Codex of Heroes, but it will need to be expanded to include the Hunai (and other groups like the Andyar) in the book. This Background is Keeper of Traditions.
Keeper of Traditions
The history of your people and old ways are deeply honored
in your culture and there are those entrusted with learning
them and keeping them alive. You have studied under a
master and have become accomplished enough to stand on
your own. Others now look to you for enlightenment and
inspiration.
Nationality: Hinterlands, League of Princes
Race: human if Hinterlands, Kio or Undir if League of
Princes
Minimum Age: 20
Attributes: Logic, Charisma
Primary Skills: Etiquette, Knowledge :History,
Knowledge :Myths & Legends, Perform: Oratory
Talents: Eclectic Knowledge, Heirloom (Hinterlands:
Scimitar, Kio: Kio Hauberk, Undir: Quarterstaff)
Starting Gear: Any one weapon from starting nation,
dagger, Quality riding horse, riding saddle, saddlebags,
bit and bridle, noble’s garb and a traveler’s kit.
Starting Silver: 8d10 (Charisma)
Special (Access): Arcane Spell Casting: Primal is no
longer a Limited Talent for Undir or heroes from the
Hinterlands. A Hinterlands character may also take
the Heirloom talent to gain a horse at any stage during
character creation.
Special: A val who chooses this Background starts play
with an Adorned flintlock pistol.December 9, 2013 at 6:57 pm #252989AnonymousInactiveGood catch!
December 11, 2013 at 8:33 pm #253165AnonymousInactiveThe question of “If we want to reuse Keeper of Traditions” brings up an additional question: What Hierloom do the Hunai get? The ‘basic’ options of weapon, armour, and (likely) horse do not seem to fit with them and their lifestyles, so what mechanically tangible items are there that they could get? The Quarterstaff is a good option, though possibly look at something like an (unengraved) Runestaff or an (equally unengraved) wand? Do the Hunai used Fetishes that can ‘take the place of’ one of these above items? Belisarda’s chosen weapon is a bow, so maybe one of those using the rationale that it can be used for hunting as well as warfare?
December 11, 2013 at 8:51 pm #253168AnonymousInactiveThe question of “If we want to reuse Keeper of Traditions” brings up an additional question: What Hierloom do the Hunai get? The ‘basic’ options of weapon, armour, and (likely) horse do not seem to fit with them and their lifestyles, so what mechanically tangible items are there that they could get? The Quarterstaff is a good option, though possibly look at something like an (unengraved) Runestaff or an (equally unengraved) wand? Do the Hunai used Fetishes that can ‘take the place of’ one of these above items? Belisarda’s chosen weapon is a bow, so maybe one of those using the rationale that it can be used for hunting as well as warfare?
Farming implement type items that can double up as a weapon such as a sickle or a scythe might not be bad options as well
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