Hiuralik Tribes

The Hiuralik are a culturally similar group of nomadic tribes in the arctic region of Agea. They are hunters, and fishermen living in one of the harshest parts of the world. They have a unique and rich culture.

Hiuralik are copper skinned, with dark, almond eyes and thick black hair. They lean towards the stockier, shorter side of builds.

Hiuralik are named after recently deceased ancestors and the names typically mean something, and are believed to impart characteristics onto the child. This is believed that the child. There is no gendered names in the Hiuralik language. Name examples include Quvianuq, Sitiyok, Natsiq, Nanuq, Deniigi, Pimniq, Akkilokipok, Aguta, Nutaaq, Okauyak.

A third gender called Sipiniq is available to the player. This is when a child changed sex within the womb, the child is generally treated as the gender they originated as. So for example, a sipiniq born female would be dressed in male clothing and help with hunts. Most sipiniq children become Angakkait.

**Society buffs:**

Skills: Speak and Read Hiuralik languages (includes a Hiuralik Sign Language option), Survival, Repair Clothing, Navigate Land and Sea

Traits: Hardy (ordinary modifier to damage based checks), Ordinary Cold resistance,

Starting Equipment: Sealskin Socks, Kamiit boots, Pualuuk mitts, two amulets of your choice, sewing kit

Buffs: Difficult modifier to disease rolls, +10 toughness, +10 resolve.

See Hiuralik Items for items that can be obtained

## Non-Human Races

* **Lycanthrope (Were-bear)** - Lycanthropes are treated with both fear and respect by the Hiuralik tribes. They are quick to be outcasted from the tribe if transgressions occur, but are typically held in great respect. Many become angakkait or influential hunters. This is because in Hiuralik belief, all polar bears are lycanthropes, and having one amongst your people is considered dangerous, but a great gift from Nanook himself.
* +10 strength. +5 toughness. +35 health.
* Can only take bear amulets.
	+ Hiuralik lycanthropes are taught by angakkait to control there lycanthropy. Making them more akin to a shape shifter than traditional lycanthrope. See the magical monsters section for more detailed rules about lycanthropy.
	+ **Bear Form** - 80 strength. 70 toughness. 50 agility. 50 perception. 6 swim speed. Large. 50 armor score. Arctic Camouflage, difficult modifier to hit.
		- Claw Attack: 6d10 slashing damage, armor piercing 1. Bite: 5d10 piercing damage, armor piercing 1. *Bear Hug*: restraining attack, deals 1d12 bludgeon damage.
		- Very Easy cold resistance, immune to frigid water and ice effects, able to navigate difficult arctic terrain, keen sense of smell.
* **Tornit** - The Tornit are tall, lanky giants with long hair. They live peacefully with the Hiuralik tribes, and help them hunt animals in return for the crafting of qajaq boats. Recently, some Tornit have stolen boats from the Hiuralik, making relations between them tense.
* +10 strength. -10 perception. +3 speed. Immune to cold effects. Disadvantage on sight based tests.
* Tornit wear unique deerskin coats, these give them an automatic armor score of 45. They typically fight with clubs or by tossing rocks.

* **Tariaksuq** - The Tariaksait are a peaceful race of half men, half caribou creatures that can turn invisible at will. They are heavily associated with invisibility, stealth and secrecy. They typically keep to themselves, but will occasionally work with the Hiuralik if there migratory paths cross. They are the sworn enemies of the spirits known as the Ijiraq.
* +10 agility. Moves silently, can take one action to become invisible. Has some unique stealth spells listed below.
	+ When invisible, they can be spotted from the corners of characters eyes. They are only invisible when being looked directly at.
* Natural horn attack: 2d12 piecing damage. Natural thick skin, immunity to cold (not water), +5 to armor score.

## Classes

The sexual division of labor is extremely strong in Hiuralik culture. The men are responsible for the acquisition of food, especially for hunting and fishing, and for technical work (including the construction of igloos, qarmaits, and tents). The women are predominantly in charge of intra-family concerns, such as caring for little children, taking care of the kill (conservation of meat, cleaning of furs, and the like), the sewing of clothing, fire keeping in the qulliq, etc. (their participation in hunting and fishing is limited)

**Hiuralik Hunter**: Commoner. Can only be taken if the character is male. Hunter's are the most important part of Hiuralik society, they provide the food which the tribe eat and the materials for which they make there tools.

* Skills: Hunting and Fishing, Use Qajaq, befriend animal, Tracking,
* traits: Trained (Unaaq, Qajaq), Works in Teams (when fighting side by side, gains an ordinary bonus to hit).
* Starting Equipment: Men's parka, two layer qarliik pants, ilgaak goggles, tupiq, Dog, Unaaq harpoon
* Buffs: +10 strength

**Hiuralik Survivalist**: Commoner, can only be taken if the character is Female. Survivalists are equally as important to the survival of the Hiuralik as the hunters. They build homes, sew clothing, prepare food and care for the sick, young and elderly. These women are just as respected as any man.

* Skills: Use Umiaq, Forage, Craft Clothing, Medicine, Prepare food, Hunting, Medicine
* Starting equipment: Amauti, atartaq pants, tuqtuqutiq shoes, portable qulliq lamp, pana knife

**Kisuliuq**: Academic, can only be taken if the character is female. The Kisuliait are female healers, who primarily assist mothers with childbirth. However, they are the most well versed in non-magical medicine, and often work with the sick and wounded.

* Skills: Medicine, Forage, Prepare food,
* Traits: Hardened Mind (resistance against mental damage),
* Starting equipment: Amauti, atartaq pants, tuqtuqutiq shoes, portable qulliq lamp, medicinal plants, pana knife
* Buffs: +10 speed.

**Angakkuq:** Learned Casters. Intelligence. Psymancy and Sanamancy. Angakkuq are shamans, casters and spiritual healers. They are the holders of the Angakkait history and are greatly revered by the society due to there role in making sure the hunt is successful, taboos are followed and the community is protected.

* Skills: Lore and History, Use Magic, Detect Magic, Perform
* Traits: Foresight (On a half action, you can contemplate for a +10 to hit), Air of authority (ordinary modifier to command and other leadership tests.)
* Starting equipment: Shaman's parka, two layer qarliik, Shaman's mask, one extra charm of your choice, Spirit bottle (Casting Focus), bone staff.
* Buffs: +10 intelligence

## Culture

### Food

Hiuralik are hunters and fishers, and primarily eat raw or boiled game and fish. Food is eaten communally and food is shared and distributed throughout the community. The Hiuralik believe there diet keeps them strong and warm. There are lots of strict customs around eating and preparing food, as well as hunting game.

For example, seals are given a drink of water before they are killed and polar bear skins are left out to dry with tools nearby. After all hunts, songs are sung to appease the spirits.

According to the Hiuralik, the animals and the hunters have an agreement that allows the hunter to capture and feed from the animal if only for the hunger of the hunter's family. Through this alliance both hunter and animal benefit: the hunter is able to sustain the life of his people by having a reliable source of food, and the seal, through its sacrifice, agrees to become part of the body of the Hiuralik.

### Transportation

Inukshuk are the main form of navigation in the arctic. These are small stone towers used to mark various things, and resemble humans in shape.

Dogs are integral to land travel, they are used to pull the Qamutik sleds used for hauling gear as the tribes migrate. Dog breeds used by the Hiuralik are the Qimmiq and the Husky. They generally favor, and try to breed, the most striking and handsome of dogs, especially ones with bright eyes and a healthy coat. They perform rituals over the newborn pup to give it favorable qualities; the legs are pulled to make them grow strong and the nose is poked with a pin to enhance the sense of smell.

In addition, landlock tribes make great use of the Arctic Camel as a pack animal.

The stars are used for navigation and tracking time.

### Art

Utensils, tools and weapons are made by hand from natural materials: stone, bone, ivory, antler, baleen, and animal hides. Most carvings are practical, as there is little room for extra materials when moving throughout the arctic. The art that is made is small and wearable, like masks, earings, amulets, combs and figurines.

During the winter, most Hiuralik live in a temporary shelter made from snow called an igloo, and during the few months of the year when temperatures were above freezing, they live in tents, known as tupiq, made of animal skins supported by a frame of bones or wood. Some use driftwood, while others made Sod Houses

#### Music

Music is usually used in spiritual ceremonies to ask the spirits for good luck in hunting or gambling, as well as simple lullabies. Instruments like the accordion were popularized, and dances like the jig or reel became common after contact with Elothian whalers from Newtry and Fallshield.

Vocal games are usually played by two women facing each other in close proximity. They use the other participant's oral cavity as resonators but may also play under a kitchen pot for the resonances to be more pronounced. The game consists of repeating meaningless words in tight rhythmic canon.

Dancing is an important part of Hiuralik culture and is key in many different festivals and rituals. People have special dance clothes, headdresses, necklaces, dance fans, earrings, masks and special boots. It is also used in story telling, which is key to the Oral based history of the Hiuralik.

### Clothing

Hiuralik clothing is complex and advanced. The basic outfit consists of a parka, pants, mittens, inner footwear, and outer boots. The most common source of hide is caribou, seals, and seabirds, although other animals are used when available. The production of warm, durable clothing is an essential survival skill which is passed down from adult women to girls, and which could take years to master. Preparation of clothing is an intensive, weeks-long process that occurs on a yearly cycle following established hunting seasons. The creation and use of skin clothing was strongly intertwined with the religious beliefs of the tribe. The clothing is surprisingly lightweight for its insulating properties. The clothing is decorated with beads, fringes, pendants and color insets.

The timing of sewing is governed by spiritual considerations. Women never begin the sewing process until hunting is completely finished, to allow the entire community to focus exclusively on the hunt. The goddess Sedna, mistress of the ocean and the animals within, dislikes caribou, so it is taboo to sew sealskin clothing at the same time as caribou clothing.

An infant whose older siblings have died might be dressed in garments made from a mix of caribou and sealskin, or with contrasting fur flow, to hide the child from evil spirits. Relatives of a deceased person might be prohibited from working on clothing for a certain period of time after a death. Deceased adults are laid out in their clothes and then wrapped in skins. Their remaining clothing is discarded or left at the gravesite, and their tools – sewing tools for women and hunting tools for men – are left with them as well. People who touched a dead body might have to ritually cleanse or discard their own garments.

Wearing skin clothing creates a spiritual connection between the wearer and the animals whose skins are used to make the garments. This pleases the animal's spirit, and in a show of gratitude, it would return to be hunted in the next season. Skin clothing is also imparts the wearer with the animal's characteristics, like endurance, speed, and protection from cold. Amulets made of skin and animal parts are worn for protection and luck, and to invest the wearer with the powers of the associated animal or spirit.

### Family

Marriage is almost always arranged. A young woman is eligible for marriage after puberty, but a man had to prove he is efficient enough in hunting to support a family before he could marry.

Once a child is born, all of the members of the community come to shake the child's hand. Occurring immediately after birth, a designated person, often the midwife, feels the infant's genitalia to determine its gender. This person then becomes the infant's sanaji (for an infant boy) or arnaliaq (for an infant girl) and assumed a lifelong role in the child's life. If the infant is a boy, he would later call this person his arnaquti and give her his first catch as a child.

Parents show a very large amount of warmth to there children. Children usually begin to contribute to the family and community by the age of 12 through activities like picking berries and hunting small game. During this period, they learn skills from their parents through close observation.

Children play a game called tunangusartut in which they imitate the adults' behaviour towards the spirits, even reciting the same verbal formulae as angakkuit

### Women and Pregnancy

While women are respected in Hiuralik society, they are not included in important decisions such as where to migrate too.

There are many, many taboos about pregnancy in Hiuralik culture. These are called pittailiniq and exist to protect the woman from various dangers associated with pregnancy. Most of them relate to not being lazy, acting the right way and eating the right foods. Women are not prepared for pregancy, and guided through the process start to finish by a midwife or a Kisuliuq. Her duties include 1) comforting the woman, 2) knowing a woman's body, including 'what was inside', 3) instructing the woman during labour on what to expect, 4) repositioning the woman to promote quick deliveries, and 5) dealing with complications.

The Kisuliaits goals during labour typically includes keeping the woman from becoming irritable or screaming, preventing her legs from opening, preventing her from having peeing or having a bowel movement, and encouraging activity and position changes. Once the baby has crowned and is born, the Kisuliuq will cut the still-pulsating umbilical cord with a special knife and tie it with caribou sinew

### Society

Attacks from other tribes (including other Hiuralik) are not uncommon. These usually result in vengeance attacks by the Hiuralik. In times of extreme need, Hiuralik tribes will group together and form small confederacies to protect themselves against the attackers. While there isn't a warrior culture per sey, Hiuralik raiders are said to be ruthless.

Hiuralik tribes have a set of rudimentary laws called Qaujimajatuqangit. These are enforced by elders and are generally enforced very harshly (Corporal punishment is not uncommon). These laws are based on the fundamental principles that human beings are learning, rational beings with an infinite potential for problem-solving within the dictates of nature and technology.

There are multiple major holidays amongst the Hiuralik;

a new years celebration called Quviasukvik where a feast is held.

A spring festival amongst whalers called Nalukataq, in which ceremony is built around a blanket toss.

Nakaciuryaraq, or the bladder festival, where the collected inflated bladders of sea mammals taken by hunters during the previous year are honored. This is in the witner and set to appease Sedna and Seal spirits.

### Language

The Hiuralik language is an oral language, with a script in development as trade with Elothian's becomes more and more common. The Hiuralik have a unique sign language as well. The main thing to remember about the Hiuralik language is that when a word ends with 'q', its plural form becomes -ait rather than qs.

### Religion, Mythology and Magic

Specifics on mythology vary greatly between the smaller tribes of the Hiuralik, but the larger concepts are for the most part, the same. The Hiuralik are animistic and shamanistic people, who base a lot of there religion around cosmology. There mythology is based around stories, rituals, amulets, and taboos. Inland tribes have a similar system, but with Caribou herds rather than sea animals.

Angakkuq are the leaders of the Hiuralik religion, they are healers, magicians, and storytellers. The duties of an angakkuq include helping the community when marine animals became scarce. The Hiuralik believe sea animals become scarce because of broken taboos. The Angakkuq are responsible for making sure taboos are not broken by the tribe. They also alleviate disasters and prevent them.

Tehre are multiple ways for once to become an Angakkuq. The son of a current angakkuq might be trained by his father to become one as well. A shaman might make a prophecy that a particular infant would become a prophet in adulthood. Alternatively, a young man or woman who exhibited a predilection or power that made them stand out might be trained by an experienced mentor.

Until spiritual guidance or assistance was needed, an angakkuq lives a normal life, participating in society as a normal person.

The Hiuralik use a large number of amulets. Even dogs will wear amulets, but children typically wear the most. Tattooing is believed to bring power to the person with them.

Angakkuit perform fortune-telling through qilaneq, a technique of asking questions to a qila spirit. The angakkuq places his glove on the ground and raises his staff and belt over it. The qila then enters the glove and drew the staff to itself, it then provides yes or no answers to the Angakkuits questions.

Each angakkuq keeps a familiar spirit in a leather bottle which he evokes and consults like an oracle.

When Taboos are broken, the angakkuq will undertake a spirit-guided journey outside of their body. They will discover the cause of the misfortune on this journey. Once they return from the journey, the angakkuq will question people involved in the situation, and, under the belief that they already know who was responsible, the people being questioned would often confess. This confession alone could be declared the solution to the problem, or acts of penance such as cleaning the urine pots or swapping wives might be necessary.

All creatures have a soul in Hiuralik belief, these are called anirniq. These spirits stay around after death, and thus there are lots of taboos tied to hunting and prepation of food. As animal spirits are seen as just as important as human souls. To risk offending an anirniq is to risk death. Although each person's anirniq is individual at the same time it is part of a larger whole. This enables Hiuralik to borrow the powers or characteristics of an anirniq by taking its name.

Some spirits have never been connected to physical bodies. These are called tuurngait, and are generally seen as the Angakkuits helpers. Some tuurngait are evil, monstrous, and responsible for bad hunts and broken tools. While others can heal sickness and find animals to hunt and feed the community. They can fight or exorcise bad tuurngait, or they can be held at bay by rituals.

Silla is the primary component of everything that exists; it is also the breath of life and the method of locomotion for any movement or change. Silla is believed to control everything that goes on in one's life.

The earth and sky are closely linked, they believe earth to be a large flat disk ending in cliffs and surrounded by sky. The sky itself is understood as layers of celestial realms, up to four or five. Each layer is its own world, a particular land of the dead. The aurora borealis bears special significance as the place where spirits who died from blood loss, murder or childbirth dwell.

### Dieties

* **Amaguq** trickster wolf god
* **A'akuluujjusi** Creator of the universe.
* **Anguta** God of the dead, father of the goddess Sedna. He ferryies souls from the land of the living to the underworld. Those souls must then sleep near him for a year before they go to Qudlivun ("those above us"), where they will enjoy eternal bliss
* **Igaluk** God of the moon. Igaluk is a young man chasing his sister, the sun goddess, across the sky. The moon is his dim lantern. He battled with a man called Tulok, after he tried to murder the Sun Goddess. Igaluk killed Tulok and his body became the stars
* **Malina** Goddess of the Sun. She is being chased by her brother across the sky after a feud. Her bright torch is the sun.
* **Pinga** Goddess of hunting, medicine and fertility. She is the goddess of Caribou, and punishes people for breaking taboos relating to caribou hunting. She will also prepare peoples souls for reincarnation. She is the wife of tekkeitsertok.
* **Qailertetang** goddess who cares for the hunters and fishermen. She also controls the weather and animals. She lives with Sedna at the bottom of the ocean, she is a large Sipiniq woman with strong limbs.
* **Sedna** goddess of the sea and marine animals. She rules over the underworld. The myths of how Sedna came to rule the underworld vary wildly amongst the tribes. However all of them, she was taken out to sea by her father, who cut her fingers off. She then sunk to the bottom of the sea and became the sea goddess. She is a vengeful goddess, and hunters must placate and pray to her to release the sea animals from her home in the ocean.
* **Tekkeitsertok** God of hunting and the master of caribou, one of the most important hunting gods in the pantheon. He protects the creatures in the northern sky. He is the husband of Pinga.
* **Torngarsuk**. Sky God. He protects the people of the arctic, and appears as a bear with one human arm.
* **Asiaq** Goddess of Weather.
* **Aulanerk** Friendly god of the sea.
* **Aipaloovik** Evil god of the sea, causes storms and adverse weather.
* **Kadlu, Kweetoo and Ignirtoq** three sister godesses who create thunder and storms
* **Nootaikok** God of ice and glaciers.
* **Nanook** the master spirit of Polar Bears. He dictates the success of bear hunts and punishes taboos. He is a powerful spirit and is nearly human. Respect was given to Nanook by the hunter hanging the bear's hide in a special section of his igloo.
* **Aumanil** kindly spirit of whales
* **Negafook** The north wind.
* **Advilun** are the spirits of the departed who reside in the underworld, and by extension the underworld itself, located beneath the land and the sea. The souls are purified there, in preparation for the travel to the Land of the Moon (Quidlivun or Qudlivun, *the uppermost ones*), where they find eternal rest and peace.

## Angakkuq spells

Angakkuq are experienced casters and know all of these spells by heart. Characters may choose a number of spells equal to their resolve bonus at each rest.

### Power Level 1

* *Aid*
* 1 action. 5 meters. Lasts for all of combat.
* Up to three creatures in range gain 20 extra health.

* *Animal Friendship*
* 1 action. 5 meters. Lasts 24 hours.
* Any animal with under 30 intelligence will become friendly. The animal must succeed a Resolve test for the spell to work.
* Two animals can be controlled in casting at power level two, and three if casting at power level three.

* *Animal Messenger*
* Cannot be casted in combat. 5 meters. Lasts 24 hours
* A small animal will deliver a message for you. The delivery location must be a place you have visited, and it must be to a character you can describe simply. The message can only be under 25 words and the location must be at maximum, 40 kilometers away by land or 80 kilometers by air.

* *Hands of Aipaloovik* **A**
* 1 action. Attack. Self range. Instant
* The dark tentacles of the Sea God Aipaloovik erupt from your back. Treat as a melee attack with Knockback, 3d12 damage.

* *Spirit Armor*
* 1 action. Self range. Lasts until the end of combat
* Armor forms around you, your armor points increase by 15.
* Armor increases by 20 if casting at level 2, and 25 if casting at level 3.

* *Qilaneq*
* Cannot be casted in combat. Self range. Instant
* You place your glove on the ground and raise your staff above it. A spirit enters the glove and will give you a yes or no answer to a question about events that will happen within the next week.

* *Beast Sense*
* Cannot be casted in combat. Touch. Requires concentration, lasts one hour.
* You touch a beast, and are able to see through its eyes and experience its senses , but not your own. You cannot control the beast, it must be commanded by others or move on its free will. The beast can move away from your touch, and you can choose to end the spell at any time.

* *Bless*
* Cannot be casted in combat. 9 meters. Requires concentration. Lasts till the end of combat or for about 10 minutes.
* Up to three characters can be blessed. They may roll a 1d5 and apply that to any roll.

* *Animal Spirits*
* 1 action. 18 meters. Requires concentration, lasts until the end of combat or for one hour.
* You call upon the spirits to form into a beast of your choice. The GM may allow multiple beasts depending on size and strength. These creatures have the stats and abilities of the creature and are controlled by the player. They cannot go farther than 18 meters from the player.

* *Create Water*
* 1 action. 9 meters. Instant
* Up to ten gallons of water is created in a container within range.

* *Heal*
* 1/2 action. Touch. Instant
* A character you touch regains 2d12 health.

* *Northern Lights*
* 1 action. 35 meters. Requires concentration, lasts 5 minutes.
* Four torch sized rainbow lights float around you, creating dim light

* *Detect Poison and Disease*
* Cannot be casted in combat. 9 meters. Instant
* You are able to detect toxins within plants, diseases within characters and poisoned weapons within range.

* *Enhance Ability*
* 1 action. Touch. Requires concentration, lasts until the end of combat or for one hour.
* A character you touch gains +10 to any aptitude of your choice. They can leave your touch, but cannot go more than 5 meters from you.

* *Gusting Wind*
* 1 action. 18 meters. Requires concentration, lasts one turn.
* Strong wind blows in a straight line. This gust extinguishes all flame, including magic flame, and all creatures within range must make a difficult strength test or be pushed 5 meters back.

* *Locate*
* Cannot be casted in combat. Self. Instant
* You instantly learn the location of a person, item or animal within 3 kilometers. You can also find the number and location of a type of animal or item.

* *Mend*
* 1/2 action. Touch. Instant
* You repair damage to an item you touch. If casted as a level 2 spell, it can repair broken items or broken bones.

* *Purify Food and Water*
* Cannot be casted in combat. 1 meter. Instant.
* All food and water within range is rendered free of poison and disease.

* *Remove Curse*
* Cannot be casted in combat. Touch range. Instant.
* Any item or person you touch is cleansed of curses or negative magical effects

* *Resistance*
* 1 action. Touch. Requires concentration, lasts for one round.
* A touched character gains an +10 resistance to something of the casters choice.

* *Shield*
* 1/2 action. Self. Lasts for one round
* An invisible barrier protects you, it adds 10 to your armor score.

* *Sleep*
* 1 action. 30 meters. Lasts until the end of combat, or two hours
* All characters within range make a resolve check or fall into a magical slumber. They can only be waked magically or when the spell ends

* *Spare*
* 1 action. Touch. Instant
* A character with less than zero HP is restored to zero and cannot take anymore damage from effects.

* *Spirit Weapon*
* Bonus action. 18 meters. Lasts until the end of a turn
* A floating weapon of your choice appears beside you. You must have seen and used the weapon before, it has all of the normal stats of that weapon.

* *Helpers from Advilun*
* 1 action. 18 meters. Lasts for all of combat or for one hour
* A soul of the dead from Advilun comes down from the sky to aid with simple tasks. It can only move 18 meters away from you in any direction. It has 20 AC, 20 strength and 20 health.

* *Call Kadlu*
* 1 action. Self. instant.
* A stormcloud appears over a creature you can see. A lightening bolt crashes down and does 6d12 fire damage. A character always gets the opportunity to dodge with an agility roll.

* *Calm*
* 1/2 action. Touch. Instant
* You dispel 1d10 fear points from a character you touch.

### Power Level 2

* *Winds of Life*
* 1 action. 5 meters. Requires concentration. Lasts until the end of combat, or ten minutes.
* All characters within 5 meters of you gain +10 health. Friendly characters cannot reach zero hit points if they are in the aura.

* *Winds of Purity*
* 1 action. 5 meters. Requires concentration. Lasts until the end of combat, or ten minutes.
* All characters within 5 meters of you cannot become diseased or poisoned. Gains a Routine modifier on checks against blindness, charm, deafness, fright, paralyzation, or stun.

* *Healing Winds*
* 1 action. 5 meters. Requires concentration. Lasts until the end of combat, or ten minutes.
* You gain a bonus action that will let you heal one character within range for 3d10 health.

* *Awaken*
* Cannot be casted in combat. Touch range. Instant, takes all of long rest to prepare for
* You awaken the spirits with an animal or plant. The animal must have intelligence lower than 25. The creature gains intelligence of 25, and can speak your language. Plants gain the ability to move and use there senses, animals simply become charmed. The GM will decide stats for the plant, animals stats remain unchanged. This spell lasts for thirty days, animals will remain friendly if they were treated well.

* *Hand of the Spirit* **A**
* 1 action. 36 meters. Requires concentration, lasts until the end of a turn.
* A spirit Hand is formed. AS 20, health equal to the casters toughness score, Strength 55, agility 20. The player deicides what form the hand can take, listed below.
	+ *Fist*, the hand punches an enemy within 1 meter, 4d8 bludgeon damage; *Hand*, the hand pushes an enemy within 1 meter, up to 1 meter, if the shaman makes a successful strength test; *Grasp*, the hand attempts to grasp a creature within 1 meter, the enemy must pass an agility test or be grappled, once a creature is grasped the player can crash as an attack, dealing 2d10 damage; *Hold*, the hand can hold and use an object within range of the spell.
* *Winds of Death* **A**
* 1 action. 45 meters. Instant duration. Lasts for one turn
* Negative, necrotic winds flow from you, every character must make a toughness check or suffer 2d12 necrotic damage.

* *Winds of Power*
* 1 action. 45 meters. Instant. Lasts until the end of a turn.
* Positive, divine wind flows from you. All friendly creatures gain a routine modifier against magic damage.

* *Nature's Eyes*
* Cannot be casted in combat. Self range. instant
* If outdoors, you can learn all information about the physical features of the land within 4 km. If underground, the range is limited to 90 meters.

* *Winds of Destruction* **A**
* 1 action. 9 meters. Instant
* Rumbling winds of destruction rumble from you. Every creature within range must make a toughness throw or suffer 3d10 magic damage.

* *Dispel*
* 1 action. Self. Requires concentration, lasts one turn.
* Undead, monsters and spirits gain a difficult modifier to attack you.

* *Tentacles of Sedna*
* 1 action. 30 meters. Requires concentration, lasts one turn.
* Large tentacles fill a 30 meter area around you. The terrain becomes unsteady and all characters gain a difficult modifier to move and attack. At the start of every turn, each character must make an agility throw or suffer 3d12 bludgeoning damage and become pinned.

* *Finding Path*
* Cannot be casted in combat. Self range. Requires concentration, lasts for one day.
* You are able to find the shortest and most direct path to a specific, non-mobile location.

* *Wall of Force*
* 1 action. 35 meters. Requires concentration, lasts one round.
* An invisible wall shaped to your desire springs up at a point within range. Nothing can pass through the wall and it is immune to all damage. Disintegration spells can destroy the wall.

* *Torngarsuk's Cloud*
* 1 action. 9 meters. Lasts 8 hours.
* You and up to ten creatures become gaseous clouds. You gain a fast flying speed, only magical weapons can harm the characters. You can only move or revert back to your normal form.

* *Spirit Eye*
* 1 action. 9 meters. Requires concentration, lasts up to a hour.
* A invisible spirit that can see in every condition floats above you and sends telepathic information of what it sees. The eye can see 9 meters and travel up to 9 meters from you.

### Power Level 3

* *Astral Projection*
* Cannot be casted in combat. 3 meters.
* You and up to ten other characters can project your astral bodies out of the physical. These bodies resemble the character and have all of there stats. They are invisible to all non magical creatures. Your physical bodies do not require food or water and will not age, however if they drop to 0 hp, the character will die. You are connected to your body via a silver cord, if this is severed you will die. Your astral body can still sustain damage and will still die permentantly. However, physical effects do not cross over.

* *Channel Negafook*
* 1 action. 8 meters. Requires concentration, lasts up to eight hours.
* You gain the ability to control the weather. You can change wind speed and precipitation.

* *Resurrection*
* Cannot be casted in combat. Touch range. Instant
* You touch a character or animal that has been dead for less than one century, and who has not died of old age. They will return with all health points and clean of any affects and injuries. Amputations will not be cured, however. The character suffers a difficult modifier to all tests for four days. You cannot cast any more spells until you take a long rest.

* *Storm of Qailertetang* **A**
* 1 action. Requires concentration, lasts one turn.
* A storm cloud appears over a creature of your choice within sight. The caster choses what kind of weather the cloud creates.
* **Lightening**: Character must make an agility check or suffer 6d10 blast damage. **Hail**: Each creature under the cloud suffers 1d12 bludgeoning damage. **Wind**: Strong wind assaults the character underneath the cloud.

#### Tariakisuq specific spells

Tariakisuq are creatures of stealth and shadows. There shamans cast the same spells as Angakkuq's, but have a unique set of stealthy, shadowwork spells only they can learn.

* *Blur*. Level 2.
* 1 action. Self range. Requires concentration, lasts for one round.
* You become a blur of movement. Enemies gain a hard modifier to hit you.

* *Darkness*. Level 1
* 1 action. 18 meters. Requires concentration, lasts for one round.
* Darkness flows from you in a 18 meter radius around you. The light becomes dark and all normal effects apply.

* *See in the Dark*. Level 2
* 1 action. Touch. Lasts 8 hours.
* Any creature you touch is able to see in the dark.

* *Share Invisibility*. Level 2
* 1 action. Touch. Requires concentration, lasts up to one hour.
* Any creature you touch becomes invisible and cannot be detected or hit by attacks.

* *Mislead*. Level 2.
* 1 action. Self. Requires concentration, lasts one hour.
* You become invisible, but a figure of yourself stays where you were standing. You can control this figure, but it cannot attack.

* *Confuse*. Level 2.
* 1 action. Self. Instant
* You make any creatures within sight believe you to be in another location within 18 meters.

* *Shadow Walk.* Level 1
* 1/2 action. 9 meters. Instant
* You are able to slip into the shadows and reappear instantly in a unoccupied space within range.

* *The Unseen*. Level 1
* 1 action. Touch. Lasts 8 hours
* A touched character cannot be detected by magic or animals.

* *Leave no Trace.* Level 1.
* Cannot be casted in combat. 9 meters. Requires concentration, lasts up to 3 hours.
* Each character within range gains a ordinary modifier to agility and stealth checks. The party cannot be tracked or followed.

* *Silence*. Level 1.
* 1 action. 6 meters. Requires concentration, lasts up to one hour.
* No noise will escape or penetrate a 6 meter circle around you.