Hulderfolk

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I'm trying to run a Taladas campaign at the moment in 4e and I thought I would post here to see if anyone can help me convert the Hulderfolk to 4e.

Here is what I have from my 2e taladas rule book.


Hulderfolk

Class: Fighter/Mage

Race: Elf

Sex: Male or Female

Homeland: Okami or the Hulder Wood

Proficiencies/Skills/Languages: Ancient History (-1/Int);

Animal Lore (0/Int); Artistic Ability (0/Wis); Dancing

(0/Dex); Elf, Ancient (0/Int); Etiquette (0/Cha); Herbalism

(-2/Wis); Spellcraft (-2/Int)

The hulderfolk (Hidden People) are an ancient race of elves

that has kept to the old traditions. In appearance they look

much like normal elves, although they dress in clothes of

green leaves, bark, spider silk, and flowers.

      The hulderfolk avoid all contact with humans, hiding

from them whenever possible, but they have no strong

animosities towards other races. They can hid in shadows

and move silently as a ranger of the same level. They must

specialise in spells of enchantment or illusion.

      The hulderfolk have many restrictions on their

behaviour. They cannot break their word. Cold steel (an

extremely rare and precious metal) automatically negates

their magic and the mere touch of it causes 1 point of

damage. They do not voluntarily enter places of worship

and their magic does not function there. Finally, each has a

secret name and anyone who knows it is immune to that

hulder's magic spells.


I was thinking that the eladrin would work with only a few changes.  Maybe I could even use the Wilden or the Gnome.      

 


 
Just a word of caution - the Huldrefolk were given a dramatic face-lift in the Dragonlance 5A game system, as well as several later novels.

The revamped Huldre's appearance is similar to the Doppelganger, and with their natural shape-shifting powers, may take the same role/be the dragonlance equivalent of Doppelgangers - although each specific Huldre has magic tied to a specific element.

The Huldre were natives of the Grey who travelled to Krynn during the Age of Dreams, and built massive monoliths (planar gates) and other structures (some of which survive to the present time). 

The Huldre are one of the Lost races on Ansalon, but may still exist in great numbers on Taladas, and were responsible for teaching the alien dragon Khellendros (Skie) how to navigate the Grey from his homeworld to Ansalon. By extension, this also makes the Huldre indirectly responsible for Krynn being stolen by Takhissis.

Were I to adapt them to 4E - I would make the following changes:

Race: Changeling.
Racial Power: I would give the Huldre the option of keeping the standard racial power, or an altered version that allows them to shapeshift into any inanimate object of their size (but not both).
Racial Skills: +2 Arcana, +2 Nature.

Other than the history/backstory, and maybe some new racial feats - nothing much needs to be done with the race.

Hope this helps.


 

Repository: Homebrew & Original Content

 

There are days when I wish my old account did not screw up with the transition to gleemax. Having been a member since 2008 doesnt carry near the same prestige as having been a member since 2001.

 

Formerly known as glimeral (2001-2009). 

Yeah thanks

There are Hulderfolk (ancient elves) from Taladas and then there are Huldrefolk from Anasalon.

I think you are talking about the Huldrefolk from Ansalon.

But I've already created the Hulderfolk (ancient elves) and even the Bakali (lizard men) races for my 4e dragonlance game.





I have given some thought to this, and I decided to make the Hulderfolk as Eladrin, and the Bakali as Dragonborn. This makes it quite easy to integrate the 4e stuff with Taladas' lore.

On a related note, I made the Tieflings as the offshoots of the Aurim Empire.
I have given some thought to this, and I decided to make the Hulderfolk as Eladrin, and the Bakali as Dragonborn. This makes it quite easy to integrate the 4e stuff with Taladas' lore.

On a related note, I made the Tieflings as the offshoots of the Aurim Empire.

Dragonborn becoming Bakali makes sense but breath weapons for what were once Lizardmen seems a bit much. Maybe set up the Bakali as Dragonborn who are mandated the Dragon Fear power only, which sets them up as the intimidating people on Taladas. Fits in well with their reputation. Personally, I went ahead and just wrote up Lizardfolk as a race for my own campaign and have set up Dragonborn as the exceptionally rare children who are produced when a person and a dragon become lovers, as sometimes happens in the DragonLance universe. I also went with the Tieflings as survivors from the Aurim Empire. Makes so much good sense. 
Emily Hook Longmont, CO Current DragonLance 4th Edition Writing Project: Champions of the Lance
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