
Huluppian details
Bloodline Traits
- Vitals Adjusted: Gain +1 to any Vital of your choice.
- Popular Classes: Any.
- Languages: Huluppian, Trade.
Adapt on the Fly
Once per Rest, after a Huluppian fails a Skill Check, they may add +1 dot to the final result and recalculate the outcome. This may turn the failure into a success or improve its Degree of Failure.
Adaptable Skills
When a Story Milestone is resolved, a Huluppian may reduce one trained Skill by 1 level and increase a different Skill by 1 level. The receiving Skill cannot exceed its Linked Vital or be higher than the source Skill was before the transfer.
Physical Characteristics
- Height: Males commonly stand 160–195 cm; females commonly stand 150–185 cm.
- Weight: Males commonly weigh 55–110 kg; females commonly weigh 45–95 kg.
- Maturity and Lifespan: Huluppians reach physical maturity around 18 years and typically live 70–90 years.
- Eye Colour: Most commonly brown, amber, or hazel.
- Hair: Most commonly black or dark brown, often worn long or braided.
- Unique Traits: Skin tones vary widely. Travellers often develop weathered or sun-darkened skin, while intricate tattoos, jewellery, and dress may declare allegiance to a city-state.
History and Current Status
- The Sundering turned Huluppu into a battlefield where rival city-states contested unstable land and remnants of divine influence.
- Famine and prosperity alternate with Enlil’s storms and Ninhursag’s decaying influence, according to how well leaders harness or counter them.
- Today, Huluppians are tacticians and diplomats who use political manoeuvring and alliances to control vital resources.
- Mages and scholars harness ancient magic to restore stability or seize power while protecting their city-states.
Personality Traits
- Cautious and Strategic: Huluppians plan their moves far in advance.
- Respectful of Knowledge: They prize scholarship and regard strength without intelligence as dangerous.
- Adaptive and Pragmatic: They shift loyalties and strategies to navigate a volatile political landscape.
Cultural Traits
- Values: Knowledge, strategy, survival, wisdom, and cunning.
- Social Dynamics: Rival city-states are each ruled by a king or sorcerer-lord. Alliances are temporary and follow power and resources.
- Traditions: Elaborate rites appease the gods. Inanna dominates political ritual, where leaders seek her favour through blood oaths and secret alliances in hidden temples.
- Religion and Beliefs: Huluppians revere Enlil, Ninhursag, and Inanna. They petition Enlil to calm storms, Ninhursag to restore fertility, and unpredictable Inanna for political and military power.
Relationships With Neighbours
- Igdrasans: Strained partners; shared resource needs sustain trade despite clashing attitudes.
- Edenites: Diplomatic caution; respect is tempered by scepticism about values.
- Haomans: Pragmatic allies whose common goals outweigh disagreements over methods.
- Acacians: Competitive rivals who dispute resources while respecting one another’s power.
- Necrokin: Wary collaborators unsettled by the Necrokin’s undead nature.
- Ashborn: Tentative partners who trade cautiously despite conflicting strategies.
Step 2 of 2
Choose your Huluppian Origin
Your Bloodline establishes what you inherited. Your Origin establishes the life you lived before adventure. Compare these three, then open one for its complete starting package.
01Child of the Shifting SandsBorn where alliances shift like sandstorms, I learned the politics of Huluppian city-states.
- Background: “Born where alliances shift like sandstorms, I learned the politics of Huluppian city-states.”
- Narrative Prompt: “What early lesson taught me the cost of trust or the loss of it?”
- Starting Skills (Level 1 each):
- Influence: Skilled in negotiating through politics.
- Insight: Reading motives and shifting loyalties among rival city-states.
- Society: Understanding their laws, factions, and political history.
- Starting Equipment:
- Diplomatic Emblem: Recognised proof of allegiance that can secure ordinary access or an audience with the represented Huluppian faction.
- Desert Garb: Removes Disadvantage caused solely by ordinary desert heat, glare, or windblown sand.
- Writing Tools: Ink, quills, and paper for twenty pages, enabling correspondence, records, and document work.
- Starting Resources:
- Political Favor (1 use): Call on a minor official for an introduction, public information, routine paperwork, or modest local assistance. It cannot compel danger, illegality, or major expense.
- Basic Currency: 8 Dritch.
- Role-Playing Traits: Values strategic thinking, wary of loyalty, adapts easily to changing alliances.
02Apprentice of the ArcanumRaised among wizards, I learned ancient magic hoping to bolster my city-state’s power.
- Background: “Raised among wizards, I learned ancient magic hoping to bolster my city-state’s power.”
- Narrative Prompt: “What mystical secret do I protect fiercely, even from my closest allies?”
- Starting Skills (Level 1 each):
- Occult: Studies arcane artifacts and magical phenomena.
- Artifice: Arcane trinkets and runes.
- Languages: Proficient in one extra language.
- Starting Equipment:
- Arcane Journal: Once per Rest, consult it before an Occult check concerning Huluppian magic to make that check with Advantage.
- Mystic Focus: Functions as a spellcasting focus when a rule requires one; it grants no casting bonus by itself.
- Simple Robes: Durable ordinary clothing; they are not armour.
- Starting Resources:
- Rare Component: A research ingredient worth 4 Dritch to an appropriate scholar or practitioner.
- Minimal Currency: 6 Dritch.
- Role-Playing Traits: Driven by intellectual curiosity, secretive, cautious in trusting others.
03Keeper of the Sacred OasisRaised near Huluppu’s rare pure water, I know the oasis’s sacred and strategic cost.
- Background: “Raised near Huluppu’s rare pure water, I know the oasis’s sacred and strategic cost.”
- Narrative Prompt: “What sacrifices have I seen made to protect the oasis, and would I make the same again?”
- Starting Skills (Level 1 each):
- Medicine: Treating dehydration or minor injuries.
- Society: Understanding the oasis’s sacred laws and strategic obligations.
- Survival: Desert survival, resource use.
- Starting Equipment:
- Water Flask: Carries one day of water for one character and functions as a sacred focus; the water is not magical healing.
- Desert Cloak: Removes Disadvantage caused solely by ordinary desert heat, glare, or windblown sand.
- Reinforced Walking Stick: A travel aid using the Club profile when wielded as a weapon.
- Starting Resources:
- Sacred Water (1 use): Expend it before a Survival or Medicine check concerning dehydration or heat exposure to make that check with Advantage.
- Minimal Currency: 6 Dritch.
- Role-Playing Traits: Values self-discipline and resilience, cautious of outsiders, feels a deep spiritual connection to the land.