Hutaakans/Hutaaka Valley Technology: Iron Age, steel forged, high level of craftsmanship. Life-Style: Devoutly clerical city-dwellers, lands heavily farmed and pastured. Population: 20,000, mostly in and about one large town. Outer-World Origin: Northern Karameikos, ca. BC 500. Description The Valley of the Hutaaka is a deep gorge between two high mountains right on the western edge of Lake Menkor, the spur of the eastern sea that reaches all the way to Nithia. Though not far from Nithia, the Valley of the Hutaaka is avoided by those empire-builders; it lies near the wild Brute-Men territories, and the Nithians do not care to intrude into those lands. The weather here is hot, sweltering. Cold rivers pour down off the mountains, but the air trapped in the Valley of the Hutaaka is very warm and humid, not at all comfortable to most races. At the bottom of the valley is Xyqata, the City of the Hutaaka. Most of its buildings are a single story in height, windowless, made of sturdy but featureless dressed stone blocks. More such buildings are built up on the valley walls. There are numerous dramatic towers scattered amongst the smaller buildings. These are tall towers, tapering, each story narrower than the one before, each story made obvious by a narrow ledge on the exterior of the building. These towers are the dwellings of the Hutaakan clerics. Also in evidence is the great temple building. This is a long, narrow building with a two-story-tall dome in the center. The main entrance is centered on the longer side; there are lesser entrances on both ends. Statues on columns flank all three entrances; they are statues of the Immortal Pflarr. The dome is supported by columns in the center of the building. They city of the Hutaaka takes only a fraction of the valley bottom; the rest is made up of pasturage and tillage. Oxen and sheep graze on the pasturage; barley, beans, lentils and other crops grow in the tilled fields. -------------------------------------------------------- The Hutaakans The Hutaakans are jackal-headed humanoids. While bearing a superficial resemblance to gnolls, they are actually an older, far more sophisticated race. Hutaakans were created by the Immortal Pflarr, one of the patron Immortals of the Nithian people, and as a race have long served that Immortal. Individual Hutaakans can be messengers for the Immortal or just adventurers wandering and learning about the Hollow World. Appearance and Dress The Hutaakans are tall, slender, furred humanoids. They are shaped like men, but their heads resemble those of jackals; they have thin, clawed hands and feet ending in jackal-like claws. They walk upright and look intelligent; these are no dumb animals. Hutaakans are divided into three social classes: Priests (who are shamans of Pflarr), functionaries (bureaucrats who organize, direct and plan for their race), and workers (the common Hutaakans; farmers, herdsmen, laborers and servants). The priests are the rulers of the Hutaaka; the functionaries are the middle class, and live very comfortable; the workers, the great majority of the Hutaaka, do all the hard labor. Each class has a distinctive style of dress: The priests wear elaborate robes: A comfortable, long-sleeved robe reaching to the ground, often dyed in a bright color such as white, yellow, light blue, etc., and belted at the waist; over it, they wear a sleeveless unfastened over-robe which hangs open at the front, is unbelted, and is usually dyed in a much darker color such as black, dark blue, or dark red. The functionaries wear costumes which are identical, except that with them the under-tunic is dark and the over-tunic is light. The workers wear bright tunics similar to the under-robe, which reach only to the knee, and are belted at the waist. They do not wear footwear; their clawed feet are not comfortable in shoes or sandals. When preparing for war, the Hutaakans don armor over their under-tunics and under their over-robes - usually, it's leather or chain armor. Customs The Hutaakans exist to do the will of the Immortal Pflarr. This doesn't mean that they're drooling slaves; they're merely a very devout people. Must Hutaaka spend almost all their waking hours in the pursuit of their duties. The priests attend to the maintenance of the temples and performance of duties laid down by Pflarr. They interpret the will of the Immortal, and are very often transported away from the valley by the Immortal's magic to deliver messages and perform tasks for Pflarr. The functionaries organize the efforts of the workers. The workers farm the fields, herd the herd-beasts, build new towers and homes, clean, repair roads, tend the Hutaakans' foot-pad riding lizards, and perform every other labor and service task the functionaries require. The Hutaakans, including the workers, are also very haughty, believing themselves to be the race most favored by their Immortal patron; they tend to condescend when speaking to members of other sentient races, especially humans. This is reinforced by the fact that, when a Hutaakan priest is taken out of the valley to perform a service, he meets other sentient races as an official representative of the Immortal. Consequently, when meeting "lesser races," the Hutaaka (even the workers) adopt a snobbish, often rude demeanor. They are not violent or aggressive, but they are not congenial hosts. They aren't consciously snobbish; they've just always been taught that they are superior and consequently take a superior tone. The Hutaaka have domesticated a species of lizard called the foot-pad lizard, which they use as riding and draft animals. Names Hutaakan names tend to be three syllables in length. To make a Hutaakan name, choose one prefix, one middle syllable, and one suffix from the lists below: Prefixes: Ba-, By-, Cha-, Ja-, Ka-, Ki, Xa-, Xi. Middle Syllables: -chi-, -phor-, -qa-, -si-, -ta-, -ti-, -xa-. Suffixes: -edz, -ex, -phix, -qx, -quet, -ta, -teq. The letter 'q' is pronounced here as 'kw'. The letter 'x' may be pronounced as a raspy, guttural 'h' or as a hissed 'z.' Roles and Genders Hutaakan males and females are equal in rights and duties; it is an individual's temperment and talent, rather than gender, which dictate what occupation he or she chooses. Language The Hutaakan language, called Hutaaka, sounds (to human ears) like coughs and barking. The Hutaakans also speak Nithian and Neathar. The written form of Hutaaka is the same as the written form of the Nithian language; a character who can read Nithian can also read Hutaaka, even if he can't /speak/ Hutaaka, owing to the special pictographic nature of the language. Allies and Enemies The Hutaakans have no specific allies or enemies. The Brute-Men to the east and Tanagoro to the west keep well away from them. The Nithians to the south know of them but consider them a supernatural race beloved of Pflarr and tend to stay out of Hutaakan territory. History on the Outer World In the year BC 1,500, as the Nithian Empire was climbing to greatness, the youthful Immortal Pflarr created a race of servitors in his own image. In life, he'd been an artificially-created jackal-headed bodyguard; the race he created was, like him, manlike but with the head and extremities of a jackal. Pflarr set up the Hutaaka in their own hidden valley, just north of the lands no called Karameikos. Soon after, a colony of Nithians of the Traldar clan arrived in those southern forests. Weather and hardship took a brutal toll of the Traldar in just a few decades, reducing them from a proud colonizing party to a Stone Age clan of survivors huddling in caves. The Hutaaka took pity on them, as a man might on a dog found shivering in the cold and rain. The Hutaaka taught the Traldar the arts they'd forgotten. They took many Traldar youths back to their valley to teach them further, and, not coincidentally, to get some hardy physical laborers. Nithian wizards created the gnolls, dogfaced humanoids, and it's believed (among those who know about the Hutaaka) that they were trying to create their own Hutaaka to be a servant-race. If that was their intent, they failed utterly; the gnolls were savage and independent, and have caused immeasurable chaos in the world. When the gnolls moved into Traldar lands and tried to exterminate the Traldar, the Hutaaka - not particularly brave warriors at the best of times - retreated to their hidden valley to let the Traldar fend for themselves. They took with them many youths so they would continue to have a supply of workers. The Traldar and the gnolls nearly annihilated one another, and the Traldar remaining in the southern forests were a collapsed society (but not nearly as regressed as they had been after their earlier catastrophe). The Hutaaka lived in their hidden valley for another 500 years. At that time, though, the Nithian civilization, now turned away from worship of Pflarr and the other Immortals, was destroyed by those selfsame Immortals. Pflarr, disgusted by the civilizations of the outer world, abandoned them and turned his attention to the Nithians of the Hollow World. He abandoned most of the outer-world Hutaakans; and, though they still survive, they do so only as a much reduced race living in the ruins of former glory in their lost valley. History in the Hollow World Pflarr took with him a large body of Hutaakans, randomly chosen, and planted them in another deep, sheltered valley. There they have prospered. Pflarr didn't bring them any human servants, so they've returned to their traditional three-caste system, where most Hutaaka are just workers. In the Hollow World, they have followed their traditions, doing the will of Pflarr, carrying his messages and acting as his heralds and spokesmen. -------------------------------------------------------- /New D&D Character Race: Hutaakans/ To create a Hutaakan player character, use these guidelines: Racial Ability Modifiers Hutaakans receive a -1 penalty to Strength scores and a +1 to Wisdom. Treat all scores of 2 as 3s, and all scores of 19 as 18s. Hutaakans are slower-moving than most other races; their basic movement rate is 90' (30'). Saving Throw Table Hutaakans make saving throws like clerics of an identical experience level. Level 1-4 5-8 Death Ray or Poison 11 9 Magic Wands 12 10 Paralysis or Turn to Stone 14 12 Dragon Breath 16 14 Rod/Staff/Spell 15 13 Experience Table Hutaakans can reach 8th level, according to the following table: Experience Experience Hit Move Hide in General Weapon Level Points Dice Silently Shadows Skills Mastery 1 0 1d4 20% 10% 4 2 2 1,200 2d4 25% 15% 4 2 3 2,400 3d4 30% 20% 4 3 4 4,800 4d4 35% 24% 4 3 5 9,600 5d4 40% 28% 5 3 6 20,000 6d4 44% 32% 5 4 7 40,000 7d4 48% 35% 5 4 8 80,000 8d4 52% 38% 5 4 8 (9) 280,000 8d4 52% 38% 5 5 8 (10) 480,000 8d4 52% 38% 6 6 8 (11) 680,000 8d4 52% 38% 6 7 8 (12) 880,000 8d4 52% 38% 7 8 8 (13) 1,080,000 8d4 52% 38% 7 9 8 (14) 1,280,000 8d4 52% 38% 8 10 8 (15) 1,480,000 8d4 52% 38% 8 11 8 (16) 1,680,000 8d4 52% 38% 9 12 8 (17) 1,880,000 8d4 52% 38% 9 13 8 (18) 2,080,000 8d4 52% 38% 10 14 8 (19) 2,280,000 8d4 52% 38% 10 15 8 (20) 2,480,000 8d4 52% 38% 11 16 8 (21) 2,680,000 8d4 52% 38% 11 17 8 (22) 2,880,000 8d4 52% 38% 12 18 8 (23) 3,080,000 8d4 52% 38% 12 19 8 (24) 3,280,000 8d4 52% 38% 13 20 8 (25) 3,480,000 8d4 52% 38% 13 21 8 (26) 3,680,000 8d4 52% 38% 14 22 8 (27) 3,880,000 8d4 52% 38% 14 23 8 (28) 4,080,000 8d4 52% 38% 15 24 8 (29) 4,280,000 8d4 52% 38% 15 25 8 (30) 4,480,000 8d4 52% 38% 16 26 8 (31) 4,680,000 8d4 52% 38% 16 27 8 (32) 4,880,000 8d4 52% 38% 17 28 8 (33) 5,080,000 8d4 52% 38% 17 29 8 (34) 5,280,000 8d4 52% 38% 18 30 8 (35) 5,480,000 8d4 52% 38% 18 31 8 (36) 5,680,000 8d4 52% 38% 19 32 Gaining New General Skill Slots Above 8th level, the ceiling for Hutaakan characters, Hutaakans get another general skill slot every 400,000 points earned. They get another Weapon Mastery choice every 200,000 points earned. Prime Requisite The prime requisite of the Hutaaka is Wisdom. A Hutaakan with a Wisdom of 13 gets a +5% experience bonus; one with a Wisdom of 16 gets +10%. Minimum Scores Hutaakans are not required to have a minimum score in any attribute. Weapons and Armor Hutaakans, because of their slightly tough hides, start play with an AC of 8. A Hutaakan with a shield will have AC 7, as will one with just leather armor; a Hutaakan with leather and shield will be AC 6. Hutaakans are limited to the following weapons and types of armor: Cultural Melee Weapons: Dagger, sword/short, sword/normal (broad), mace, club, hammer/war, hammer/throwing, staff, whip. Cultural Missile Weapons: Crossbow/light, crossbow/heavy, sling. Cultural Armor: Leather, scale mail, chain mail, banded mail, shield (horned shield, knife shield, sword shield, tusked shield not allowed). Barding for riding lizards (leather, scale, chian only) is allowed and weighs the same as barding for horses. Shamans Can Use: All cultural weapons except swords; all cultural armor. Wokani Can Use: Dagger, staff, sling; no armor. Shamans and Wokani Hutaakans can reach 8th level as shamans and 4th level as wokani. See the /Character Creation/ chapter for the costs on this process. Special Abilities Hutaakans are stealthy and eerie. Every Hutaakan has /move silently/ and /hide in shadows/ abilities equal to those of thieves of the same experience level. Languages Hutaakans speak their own language, the Neather common tongue, and the orc and gnoll tongues. Alignment All Hutaakans are of the Neutral alignment. General Skills All Hutaakans must take one of the following General Skills: Honor Pflarr (W), or Mysticism (W). -------------------------------------------------------- NPCs A typical representative of the Hutaaka is Basiteq, a senior priest. Basiteq History: Basiteq, the whelp of a male functionary and a female priest, showed at an early age that he had the necessary wisdom to be a priest of Pflarr, and has been trained in that role all his life. Personality: He is a kindly, sympathetic Hutaaka. That doesn't mean that he will become fast friends with PCs or outsiders he meets; he will treat them like dogs. If they are friendly, stupid and subservient, he will give them food, give them orders, and speak gently to them. If they are belligerent or independent, he will smack them across the nose with a scroll, speak sharply to them, or even toss stones at them (Damage 0) to persuade them to leave. He will not help adventurers on their quest, as he does not take their interests seriously, but will give them food and offer them work in the fields. Appearance: Basiteq is a smaller-than-average Hutaaka, standing about 5'4", but he has an impressive bearing. His fur is a rich brick-red, his eyes intelligent but distant. He wears white under-robes with a dark blue over-robe. DMing Notes: Basiteq, like other Hutaaka, will use magic and fight against adventurers if threatened; he won't refuse to take adventurers seriously as the heroes are cutting him down. He is not a great fighter, but will fight ferociously if attacked. Combat Notes: 4 HD Hutaakan (Shaman); AC 8; hp 14; MV 90' (30'); #AT 1 mace; Dmg 1d6+1; Save C4; ML9; AL N. S12 I11 W17 D9 Co11 Ch10. Languages: Hutaaka, Nighian, Neathar, orc, gnoll. General Skills: Healing (I), Honor Pflarr (W), Riding (Foot-Pad Lizard, D), Leadership (Ch). Spells Carried: 1st level - cure light wounds, detect magic. 2nd level - bless. Magical Items in Possession: mace +1 Minor Hutaakan Priest Combat Notes: 2 HD Hutaakan (Shaman); AC 6 (leather armor and shield); hp 9; MV 90' (30'); #AT 1 mace; Dmg 1d6; Save C2; ML8; AL n. Hutaakan Warrior Combat Notes: 1 HD Hutaakan; AC 6 (leather armor and shield); hp 6; MV 90' (30'); #AT 1 sword; Dmg 1d8; Save F1; ML9; AL N. Typical Hutaakans Combat Notes: Normal Hutaakan (1+1 HD); AC 8; hp 4; MV 90' (30'); #AT 1 club or dagger; Dmg 1d4; Save NM; ML6, AL N. -------------------------------------------------------- HUTAAKAN (D&D) Priest Warrior Other Armour Class: 6 5 8 Hit Dice: 2* 1 1-1 Move: 90' (30') 90' (30') 90' (30') Attacks: 1 weapon 1 weapon 1 weapon or 1 spell Damage: By weapon By weapon By weapon No. Appearing: 2-5 (5-50) 5-8 (9-90) 0 (20-200) Save As: Cleric: 2 Fighter: 1 Normal Man Morale: 8 9 6 Treasure Type: S S S Intelligence: 11 10 9 Alignment: Neutral Neutral Neutral XP Value: 25 10 5 The race of Hutaakans are tall, slender, humanoid creatures with jackal-like heads. Their bodies are exactly like those of humans except that their hands and feet are narrow with claw-like nails. All Hutaakans have infravision (range 60') and have the same chance of /moving silently/ as a thief of the equivalent level. Although in ancient times the Hutaakan empire covered much of what is now the Duchy of Karameikos (see Expert Rules, Map #1, and module B10, Night's Dark Terror), they now live in isolated communities in the mountains north of Karameikos. There are many craftsmen and artists amongst their number, but all wear long, sombre-coloured robes with the occasional simple item of jewellery. Priests: The life of the Hutaakans revolves around their ancient religion and so there are many clerics among their number to carry out the numerous daily rituals. Most Hutaakan clerics have 2 Hit Dice and one spell, but some are of higher levels (maximum 11th) with corresponding Hit Dice and spells. The higher level clerics are the Hutaakans' leaders. All are usually armed with maces. Warriors: Since the Hutaakans have never adapted well to the arts of war, they have few warriors. Those that do exist usually wear leather armour, carry shields, and wield short swords, spears, or slings. Others: The remaining Hutaakans include not only the old, young, and sick, but also those craftsmen and artisans who have no skill with arms. These Hutaakans will only fight in self-defence, using clubs or daggers, but without the benefit of armour. The Hutaakans are a haughty, callous race, dominated by their priests. However, they see themselves as a sensitive, civilised, intellectual people, suffering as a result of their cultured nature. They are not boldly aggressive, but fight without mercy when forced. They prefer to ambush enemies and attack with missile weapons if possible. -------------------------------------------------------- Hutaakan (Mystara Monstrous Compendium, pg. 64) Attributes The hutaakan are more an intellectual race rather than physical. They receive a bonus of 1 on their Intelligence and Wisdom, but also have a penalty of 1 on Strength and Constitution. Advantages All Hutaakans have infravision to a sixty foot range. Classes Hutaakan can be warriors, wizards, priests, thieves and bards. -5% F/R Traps, +5% Detect Noise, +10% Read Languages -------------------------------------------------------- Hutaakan (AD&D 2nd ed) Priest Warrior Other Climate/Terrain: -----------------Temperate-------------------- --------------mountains or ruins-------------- Frequency: ----------------Very rare (4%)---------------- Organization: --------------------Town---------------------- Activity Cycle: -------------------Night---------------------- Diet: ------------------Omnivore-------------------- Intelligence: Very (11-12) Average (8-10) Average (8-10) Treasure: --------------------S (I)--------------------- Alignment: ---------------Lawful neutral----------------- No. Appearing: 1d4+1 1d4+4 1d10 Armor Class: 7 (10) 6 (10) 10 Movement: ---------------------9------------------------ Hit Dice: 2 1+1 1 THAC0: 19 19 20 No. of Attacks: 1 1 1 Damage/Attack: 1d6+1 (mace) 1d6 (sword/spear)1d4 (club) Special Attacks: Spells Nil Nil Special Defenses: -------------Move silently (20%)-------------- Magic Resistance: -------------------Nil------------------------ Size: ----------------M (6'tall)-------------------- Morale: Steady (11) Steady (12) Average (9) XP Value: 65 15 7 The Hutaakans are a haughty, callous race, dominated by their priests. The tall, slender, humanoid Hutaakans have jackal-like heads but otherwise resemble ascetic humans with narrow hands and feet. Hutaakans often decorate or carve their heavy, clawlike nails to represent their rank and station in life. Even the most simple and unassuming of these creatures wears long, somber robes, with the occasional addition of a simple piece of jewelry. They speak in fluting, mellifluous tones using a complex language possessed of a haunting, musical quality. Combat: The Hutaakans are not a boldly aggressive race - they consider themselves above physical combat with the lesser mortal races (including humans and other humanoids). They will, however, fight without mercy when forced to do so. Hutaakans prefer strategies involving ambush, and they attack with missile weapons when possible. Hutaakans other than trained warriors rarely fight. Priests are loath to sully themselves in combat and rarely do battle, save when directly attacked. Instead, they prefer to cast spells and call out instructions from a safe distance. Most priests have 2 Hit Dice and can cast sspells like a 2nd-level priest. However, the most powerful Hutaakan priests can achieve higher experience levels (up to 11th), with corresponding Hit Dice, spells, and experience point values. These higher-level priests lead Hutaakan society. In combat, warriors tend to use spears, short swords, and sometimes slings; they typically wear studded leather armor and carry a shield. Priests wear leather armor and carry a shield; they prefer as weapons elaborately carved maces dedicated to one or more of their Immortals. Although other Hutaakans are not skilled at fighting and wear no armor, they can defend themselves adequately with clubs. All Hutaakans have infravision (60-foot range) and a 20% chance to move silently (as a thief). Habitat/Society: In Mystara, the Hutaakan empire once covered much of what is now the Kingdom of Karameikos. Today, the few surviving Hutaakans speak vaguely of a great catastrophe that decimated their brilliant race; the remaining examples of their species live in small, isolated communities scattered throughout the Known World. Hutaakan priests rigidly control these communities and the destinies of the survivors. In general, the creatures consider themselves a sensitive, civilized, intellectual people forced to suffer as the result of the barbarous world's cruel dominance over their cultured nature. Ecology: Hutaakans often keep valuable coins, potions, gems, and items of rare beauty on their persons and in their homes. These people pride themselves on both their good taste and their lack of involvement with the rest of the world. -------------------------------------------------------- The Hutaaka As An AD&D PC Race ABILITY SCORE ADJUSTMENTS: The initial ability scores are modified by a +1 to Wisdom and a penalty of -1 to Strength. ABILITY SCORE RANGE: Ability: Minimum Maximum Strength 3 17 Dexterity 3 18 Constitution 3 18 Intelligence 3 18 Wisdom 4 18 Charisma 3 18 CLASS RESTRICTIONS: Class: Maximum Level Warrior Fighter 8 Ranger - Paladin 10 Wizard Mage 6 Illusionist - Chronomancer 12 Priest Cleric 11 Druid - Rogue Thief 7 Bard - Psionicist - (Psionics are incredibly rare in Mystara) Multiclass Combinations: THIEVING SKILL RACIAL ADJUSTMENTS: PP: -5%, MS: +20%, DN: +5%, HS: +10%, CW: -5%. HIT DICE: Hutaaka player character receive hit dice by class. ALIGNMENT: Lawful Neutral. NATURAL ARMOR CLASS: 10 AVERAGE HEIGHT AND WEIGHT: Height in Inches: 60/59 + 2d10 Weight in Pounds: 120/90 + 6d10 AGE: Starting: 15 + 1d4 Middle Age: 45 Old Age: 60 Venerable: 90 Maximun Age Range: 90 + 2d20 LANGUAGES: Hutaakan, Neathar common, orc, gnoll SPECIAL ADVANTAGES: All Hutaakans have infravision (60-foot range) and a 20% chance to move silently (as a thief). SPECIAL DISADVANTAGES: Base move of 9. WEAPON PROFICIENCIES: Dagger, sword/short, sword/normal (broad), mace, club, hammer/war, hammer/throwing, staff, whip; crossbow/light, crossbow/heavy, sling. Clerics: Dagger, mace, club, hammer/war, hammer/throwing, staff, whip; Crossbow/light, crossbow/heavy, sling. Mages: Dagger, staff, sling; no armor. Armor: Leather, scale mail, chain mail, banded mail, shield. Barding for riding lizards (leather, scale, chain only) is allowed and weighs the same as barding for horses. NONWEAPON PROFICIENCIES: --------------------------------------------------------