Huns

These are the legendary Huns. They are the tribal group currently ruling over the many other nomadic peoples in the region. These Hun stats could be used for Magyars, Avars, Bulgars, Huns and whatever other sixth century nomad you want to include. But the Huns are the overlords to start. They occupy the lands north of the Danube, and far out into the steppes. The regions of the many subtribes are not differentiated.

In the literature, Sir Urré is from Hungary, hence is one of these Huns.

## Personal Information

### Homeland

Hunland is the modern Romania, Hungary, Slovakia, Moldavia and the western Ukraine. This includes the lands of the subject tribes. Etzelburg [Budapest] is the foremost city, the Hun capital where the king lives. His picked men and their families live there too, as well as the leaders from the subject tribes.

### Culture

#### Self Image

“We are the free people, wandering the world and unconstrained by land or holdings. The spirits wander with us under the wide open sky, and we take what we want and give to whoever we wish to honor. The way to impress us is to conquer us.”

#### Names

##### Male

Árpád, Álmos, Bulcsú, Fajsc, Jutas, Kurszán, Lehel, Liüntika, Scabolcs, Súr, Taksony, Tarhos, Üllő, Zolta,

##### Female

No female nomad names are recorded in histories available to us.

#### Religion

##### Nomad Animism

Nomadic animists worship their ancestors, spirits of place, and spirits of nature. They are practical, realistic and unsentimental.

“The Sun shines on us. The Earth feeds us. Our Ancestors made us and put us here, and we follow their ancient ways. To do otherwise is folly.”

### Your Lord

d20 Roll Lord

01-18 Chief of your clan

19 Warlord

20 The King

#### Contemporary Rulers

Etzel, son of Botelung, is the High King of the nomads.

### Father’s Class

The Huns are “light cavalryman.” They are mounted archers who skirmish as their preferred form of fighting. The Huns do not close with an enemy unless his back is turned. They chase and dodge, firing arrows and laughing at men on their big lumbering chargers.

### Equipment

Courbouilli Armor and open helm (8 points), Sword, dagger, Small Shield (4 points); Compound bow and arrows (see “New Rules”); 2+1d3 Steppe Ponies

## Traits and Passions

### Hun (Nomad Animist)

Chaste 6/14 Lustful

Energetic 17/3 Lazy

Forgiving 7/13 Vengeful

Generous 10/10 Selfish

Honest 10/10 Deceitful

Just 7/13 Arbitrary

Merciful 7/13 Cruel

Modest 8/12 Proud

Pious 8/12 Worldly

Prudent 14/6 Reckless

Temperate 7/13 Indulgent

Trusting 5/15 Suspicious

Valorous 13/7 Cowardly

### Religious Bonuses

If all the underlined Traits are 16 or higher, then the appropriate bonus applies

### Starting Passions

Loyalty (Lord) 2d6+5

Love (Family) 2d6+5

Hospitality 2d6+5

Honor 2d6+5

## Attributes & Statistics

### Men

Roll 3d6+4 for SIZ, and 3d6+1 for each other attribute.

### Women

Roll 2d6+2 for SIZ and STR; 3d6+1 for DEX and CON; and 3d6+5 for APP.

## Skills & Combat Skills

### Starting Skills

Skill Male Female

Awareness (10) (8)

Boating (0) (0)

Chirurgery ― (9)

Compose (0) (0)

Courtesy (0) (0)

Dancing (2) (2)

Faerie Lore (5) (8)

Falconry (5) (5)

Fashion ― (2)

First Aid (5) (10)

Flirting (2) (2)

Folklore (0) (2)

Gaming (2) (2)

Heraldry (0) (0)

Hunting (5) (2)

Industry ― (8)

Intrigue (0) (0)

Orate (2) (2)

Play (drum) (5) (0)

Read (Latin) (0) (0)

Recognize (6) (6)

Religion

(Nomadic Animist) (5) (8)

Romance (0) (0)

Singing (2) (2)

Stewardship (0) (2)

Swimming (0) (0)

Tourney (0) (0)

Combat Skills

Battle (5) (0)

Siege (0) (0)

Horsemanship Use Pony Defense

Sword (10) (3)

Dagger (6) (10)

Compound Bow (10) (5)

Lance (4) (0)

Specialty Skill

Pony Defense (10) (8)

Don’t forget to add Individual Skill Choices!

#### Special Skill: Pony Defense

Pony Defense skill is the amazing ability to maneuver upon horseback and to use their steed in special ways in defense. Only a Steppe Pony can be used for this. Pony Defense is used for everything that Horsemanship is used for, plus it can be used as a maneuver in an Opposed Resolution in melee or when he’s the target of missiles. A Critical or Win indicates the rider is not harmed, though neither is he capable of doing any damage to his opponent. A Loss or (non-Critical) Tie indicates that the horse takes the damage instead of the rider. A fumble indicates the horse stumbled and fell upon the rider, and it does its damage to itself and the rider.

## Luck & Glory

Hun Luck

d20 Roll Result

01 Treasure: £15 in loot

02 Treasure: £3d6+5 in loot.

03 Treasure: £5d6 in loot.

04 War Hawk: Requires successful Falconry Roll, whereupon the hawk will harass whomever its owner is in melee with. This adds +2 to his melee skill. After each battle, and each winter, roll 1d20, where a roll of 01-03 indicates the bird fled or died; on 04-06 it hatched a chick like itself.

05 Bow of the Sun: Grants +2 to Bow Skill.

06 Magical Quiver: arrows do +3 damage. After each arrow, roll d20, where a roll of 01-02 indicates t here are no more arrows.

07 Sun’s Blessing: +3 to Bow skill.

08 Old War Booty Shield: Grants 8 points of armor (instead of 6), but –3 Pony Defense.

09 Spirit Blessing: With a successful Piety roll, +2 to any one skill. However, fail the Piety, and –5 to all rolls for the day.

10 Armor that Hates Beasts: Gives +3 armor against animal attacks.

11 Moon Potion: sipping the liquid grants 10 points of Healing. After each use, roll d20, where a roll of 01-05 indicates it has run dry.

12-15 Fast Steppe Pony (Moves 8, capable of Pony Defense).

16-17 Swift Steppe Pony (Moves 9, capable of Pony Defense).

18 Araby Courser (Use Araby Courser stats, NOT capable of Pony Defense).

19-20 Large Steppe Pony. (Use Charger stats, capable of Pony Defense).

## Knighting

### Warrior Tradition

Huns become warriors after they bring back the head or nose of their first human kill. Clan marks are cut into their chest and they are accepted into their chief’s war band. This does not qualify for the 1000 Glory of being knighted.

## Previous Experience

Get 50 Glory for witnessing each non-battle event. For each battle, get 1d6 x 50 Glory.

Hun Previous Experience consists of raids, raids and more raids against their neighbors. Occasionally large-scale events disturb this blissful lifestyle.