Hutaakan Commoner | |||
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Encounter | |||
Climate/Terrain | Temperate Mountains | ||
Activity Cycle | Night | ||
Frequency | Very Rare | ||
Organization | Group of 1d10 | ||
Lair | Town | ||
Interaction | |||
Intelligence | Average (8-10) | ||
Morale | Average (9) | ||
Alignment | Lawful Neutral | ||
Combat | |||
Size | Medium (6' tall) | ||
Hit Dice | 1 | ||
Armor Class | 10 (+0) | ||
Movement | 9 (90 ft./round) | ||
Traits | Infravision | ||
Hutaakan can see 60 ft. in the dark. | |||
Move Silently | |||
Hutaakan have a 20% chance to move silently (as a thief) | |||
Actions | Club | ||
THAC0 20 (+0) | 1d4 damage | ||
Rewards | |||
Treasure | Personal: 1d8 potions | ||
Lair: Type I | |||
Level/XP | I/7 xp |
The hutaakan are a race in collapse, living in isolated cities in the mountains of the kingdom of Karameikos. They resemble humans with jackal-like heads, covered in soft fur, with narrow hands and feet. They decorate themselves richly, in long, flowing robes, with jewelry. They speak in melliflous tones using a complex language possessed of a haunting, musical quality.
The society consists of the commoners, the priests, and the warriors. Hutaakan commoners are the craftspeople and tradespeople of the hutaakan towns, defending themselves, when forced, with simple clubs. They are lead by the preists, who tightly control the lives of the commoners. The culture as a whole considers itself sensitive, civilized, and intellectual, viewing the decline as the fault of the barbaric outsiders. They don't typically get involved with the savage world outside of their own towns.