Cheers,
Dougie
Homeland: Uncolings (Reindeer people inhabitants of Tastolar, Fronela)
Population: 50,000.
These foot nomads inhabit the tundra regions just below Valind's
Glacier. They subsist almost entirely on their herds, making use of
their milk, meat, antlers, etc. Their land is sufficiently desolate
that nobody else will live there, except the occasional foraging Uz.
Despite their low technological level, the Uncolings are the most
socially sophisticated of the Hsunchen cultures. Each spring they
meet in a huge gathering, and perform ceremonies that require
thousands of participants. Great herds of reindeer live in Farther
Pent, but have no hsunchen among them.
Occupations Available: Entertainer, Healer, Herder, Hunter, Poetty
Noble, Warrior, (Spirit Talker)
Native Abilities: Reindeer Husbandry, Uncoling Customs, Geography of
northern Fronela, Leather Working, Herding, Live in Tundra, Speak
Uncoling, Work Bone and Wood, throw & catch boomerang, heavy boomerang*
Typical Personality Traits: Stoic
Typical Relationships: to Clan, to Temple
Magic: Common Magic, Uncoling Tradition
Common Magic: Survival Tricks (Talents)** : Cure Reindeer Disease, Run From Predator, Stay Warm, Hide Trail, Kill Wolf, Protect My Reindeer, Patch Wound, Keep Off Snow, Make Mushrooms Safe But Potent
Specialized Religion - Uncoling Hsunchen
All adult members of the Tradition (who have to be born Uncolings), including Spiritists, gain a Reindeer Spirit Ally. They only get one of these "spirit brothers" in a lifetime.
Reindeer Sprits - antler fencing, forage mushrooms, warm pelage, , stay still
Core Practice: Uncoling
Abilities: make fire, endure cold, forage
Virtues: sociable, endure loneliness, aggressive to romantic rivals
(males), accommodating to romantic rivals (females)
Practice Spirits:Uncoling Ancestors -Usually two powers: Find Trail,
Find Warmth, Organise Gathering, Find Child, Find (Reindeer Coumis at
Gathering)
Shapechange spirits - Grow Antlers, Run on Any Ground, Camoflage
Survival Spirits - Gather herd, Gather Family, Know Direction, Stay
Warm, Find Dinner
Helper Practices:
Woodtalkers (communicate with Aldryami)
Coverlings (Hide Me, Hide That)
Mikyh Mysteries [Shamanic practice]
Enemy Practice: Valind Rites
Basically what Greg said on the HQ-RPG list with a few details and embellishments added. I got bored of the recent debate on weapons as part of cultural keyword, but the gist I got was that they should be there for cultures facing hostile / dangerous environments, so I've included them. All comments/suggestions/ criticisms welcome.
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