Hawaiian Flavor type game?

Turanil said:
Thanks. Taboos have certainly a great potential for role-play and plot devices. I would like to get many examples that we can use in game, with effects if these taboos are transgressed.

Sure. These are from off the top of my head. Just to let you know, modern Hawaii has a strong Asian population, so many of their taboos have become 'mixed' with the 'hawaiian' taboos. Interestingly enough, the following taboos are for the most part accepted or believed, by 'local' hawaiian residents. 'Local' meaning being born and raised in Hawaii. As a side not, Hawaiian is used to refer to the native Hawaiian people and never used in reference to the residents of Hawaii. Also, the following taboos are 'modern', in the sense that they are still practiced or believed till this day, at least in Hawaii.

1. Don't take pork to the Pali. The Pali is a lookout/cliff that is a popular tourist attraction, which gives a spectacular view of the Hawaii scenery. It is also the name of the Highway that leads up to the Pali and various other parts of the island. Taking pork to the Pali is said to bring bad luck, such as causing your car to break down or to attract spirits into your car when you drive. For example, looking in the rear view mirror and discovering a spectral passenger in the seat.

2. Don't take Lava Rocks. The Goddess Pele (volcanoes) will curse you with misfortune if you take a lava rock. There is an office in Hawaii that actually receives lava rocks from tourists from all over the world, that believe that their sudden misfortune was caused by their taking of a lava rock.

3. Nightmarchers. Nightmarchers are spirits of ancient Hawaiians. They can be seen coming down the mountains, first as a string of lights, presumably from their torches. If they are encountered, you have to lay on the ground and not look at them directly in the eye, or else they will steal your soul. I think this is based on some ancient Hawaii protocol, but I'm not sure at the moment.

4. Morgan's Corner. Not really 'Hawaiian' in the sense of being polynesian, but it's a popular local urban legend here. Basically, old man morgan is an invalid, not being able to use his arms and legs. He lives in a secluded area. One night a group of rowdy teenagers throws a party outside his house. The next morning, they are found dead, with the only witness/suspect being old man morgan. However, since he is an invalid, he wasn't capable of killing them, although many people suspected that he did, something about him making a pact with the devil. A popular activity amongst the teens here is to go 'ghost hunting' and attempt to find the spot known as 'morgan's corner' where this supposedly happened.

These are just some off the top of my head. Hope this helps. :)

If you have anymore questions, please let me know. Not sure how helpful I can be, since this type of info is probably readily available on the Internet. I'd be more than happy to share my own experiences though. :)
 

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Thanks! We will have to all delve into Polynesian taboos, AND THEN modify them to make them interesting in the constraints of a D&D game.

Anyway, while I was making an Internet search, I found this Dragon article:

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The Mythos of Polynesia Revisited
Written by John Storch


The original article, "The Mythos of Polynesia in Dungeons and Dragons" by Jerome Arkenberg, appeared in issue 20 of The DRAGON. The mythos presented here is designed to be compatible with LEGENDS AND LORE for Advanced Dungeons and Dragons, 2nd edition.

Across the vast expanse which is the Pacific Ocean are scattered the various cultures which make up the Polynesian race, a blend of Caucasian, Mongoloid, and Negroid blood. Using nothing more than outrigger type canoes, this courageous, seafaring race spread northward to Hawaii, south to New Zealand, and as far east as Easter Island. Along the way, such islands as Fiji, Samoa, Tahiti, Tonga, and other islands too numerous to mention were also populated.

This expansion into the Pacific took place in two distinct phases or migrations. These migrations were believed to be made by small groups of people at any given time, rather than a mass exodus. The first phase was characterized by groups of people who were more concerned about finding new homes, and not necessarily returning from where they came. Physically, they were somewhat short in stature. It is these people to whom the term menehune refers, not some little Hawaiian leprechauns. There are some legends and traditions which suggest that this first series of migrations took place sometime around the 5th century. The second migration, on the other hand, which took place between the 11th and 14th centuries, was driven by the spirit of pure adventure. It was led by groups of people whose physical characteristics set them apart from the others, for they were tall, strong, and handsome. They were easily able to overcome their menehune predecessors, either wiping them out along the way or absorbing them into their own gene pool. Those who interbred became the common class of Polynesian, while those of the second migration who remained racially pure became the alii, or chiefs.

It should be noted that the technology of Polynesia was rather simple. All of the tools and implements which they needed were made out of natural fibers, stones, or other direct byproducts of nature. Metal, in any form, did not exist. Armor was made out of tightly woven plant and tree fibers, but was remarkably strong. Likewise, weapons were also natural, sometimes incorporating animal material such as a wooden club studded with shark teeth. Although this might not be considered sophisticated by some standards, the quality and intricacy of their products were unparalleled. Artisans of any skill belonged to a guild for their particular craft. The most renowned artisan for each guild, no matter what the trade, was called a kahuna. Note that this term does not necessarily refer to a witch doctor, but is a general term for someone who is knowledgeable at a craft. Each profession had its own title for a kahuna. For example, one who was skilled at the hula and became an instructor in the art was called a kumu hula, kumu meaning the source.

Of course, to survive, more than just artisans were needed. The principle livelihood of the people was in fishing and farming. However, the land on which the commoners lived was property of the various chiefs and subchiefs. The alii not only allowed the people to live on their land, but offered protection from rival chieftains. In return, the people would pay taxes to the chief in the form of food or wares. Upon the death of an alii, the land would be redistributed. Of course, it was not until the late 1700's, in Hawaii, that King Kamehameha the Great was able to begin uniting all of the islands under one leadership.
The day to day lives of the people were strictly governed by the kapu system. Many taboos existed for one purpose or another, although some actually had basis in scientific fact. Sugar, for example, was forbidden to those who were chanters. The fact is that sugar can change the dynamics of the vocal cords, thus affecting the quality of the sound produced by the human voice. For a society which was based solely on oral communication, this was very important. Some other taboos included bananas being forbidden to women because they represented male fertility, a commoner's shadow could not pass across the form of the chief, and war was forbidden during the festival of Makahiki. Transgression of any one of these or countless other taboos, depending on the severity, could result in torture, maiming, or even death. Some of the lesser violations, however, might only require the offering of a sacrifice. This system was in force until the death of Kamehameha the Great in 1819, after which time, the system was challenged by his widow, Queen Kaahumanu.

The one thing which governs the lives of most of the people more than any kapu system, even to this day, is the spirit of Aloha. Aloha is more than just a greeting or farewell. It is a composite word made up of the roots alo and ha. Alo means to go with, attend, or accompany, while ha refers to the breath. The ancients believed that life was contained within the breath. Most often, an elder on their death bed would call for a beloved child or friend, upon whom they would breathe their last breath, believing that the power of their spirit, or mana, would pass on to another. Aloha, then, is sending some of your own spirit or life force to accompany or be a companion to another even when you are apart.
A Hawaiian saying, roughly translated, says, "The gods are four hundred, four thousand, forty thousand", meaning simply that there are a multitude of gods in their pantheon. Although the Polynesian race spread far and wide across the Pacific, their common ancestry led to a common mythology. They took their gods with them. As they traveled across the Pacific, variations in dialect or pronunciation occurred, but the deities remained fairly consistent from one island to another (therefore, only one language will be used to identify these gods, that being Hawaiian). The gods of Hawaii could be broken down into several classes: akua, kupua, and aumakua.

The akua were generally considered to be the most powerful deities, and among these, the four greatest were Kanaloa, Kane, Ku, and Lono. Each god was appealed to for help within their own particular spheres of influence, which could be numerous and, sometimes, overlapping. To help identify the sphere of influence that a deity controlled, many of the gods had epithets attached to their names, each having a different form or function. As an example, Ku-ka-ili-moku (Ku, island snatcher) was a fierce warrior, while Ku-waha-ilo (Ku, maggot-dropping mouth) was a master sorcerer. Yet, both were avatars of the same god, Ku. In many instances, a deity had several avatars which had control over the same spheres of influence. If one avatar were destroyed, a similar one might be available to take its place.
The kupua was usually thought of as being descended from both human and divine ancestry. Generally not as powerful as the akua, their prime trait was the ability to change shapes. However, they were not unlimited in this power, for each kupua had a set number of forms which it could assume. And, although it could change shapes at will, only one name was given to a kupua.

Probably the most popular form of divinity, among the commoners especially, was the aumakua, or family god. Once an elder passed away, the remaining family members might have begun to worship it, in an informal sort of way, as a deity. These beings, though, had very limited powers, occasionally communicating with family members or bestowing a blessing or curse. Their forms were variable, but always taken from nature. The spirit could inhabit or be represented by a dog, pig, bird, fish, or even a turtle.

While the aumakua might only have a little shrine erected in some family's hut, the places for worship of the akua and kupua were temples called heiau. Within the heiau was an altar called kuahu, upon which sacrifices were placed. Around the altar were decorations which symbolized the deity to whom the temple was consecrated, including stone or wooden statues called kii (now known as tiki). The area of the temple was sacred. Any trespassers who tried to defile the area would most likely find themselves cursed with bad luck until such time that they atoned for their sins.


NEW MAGIC ITEMS

MAKALEI This magic item simply appears as a beautifully decorated walking stick. However, with the proper command words, the possessor will find it capable of several tricks. First, it allows the wielder to command fish in a manner similar to the way a Ring of Mammal Control allows its user to command mammals. Secondly, no more than once per day, it allows the wielder to Polymorph Self into any human or humanoid being. The polymorph is permanent until dispelled or superseded by further magic use.

PAOA This device is a digging stick which, if tested, will radiate magic. However, one must first find it, as it is disguised with illusions to make it appear as just another tree in an otherwise unremarkable tropical forest. Once it has been found and the illusion dispelled, the stick proves to be the equal of a Mattock of the Titans with the added ability of being able to generate an Earthquake once per day. This item belonged to Pele at one time.

PU'U HONUA O HONAUNAU Pu'u Honua O Honaunau, one of the several cities of refuge, was constructed and consecrated to accommodate a portion of the Hawaiians' unwritten code of war. If an enemy party should attack one of the nearby villages and end up retreating in defeat, they could claim sanctuary and recuperate in a city of refuge without fear of retaliation before journeying home again. It can also be used by clerics and others who are in the process of repenting their broken taboos. The magic of these places is only evident when the code of the city is violated, as the city will defend itself. Although the retaliation for a common trespasser might simply be a curse, the retribution for desecration of the city could be far worse.

TI LEAVES Ti leaves are commonly used as protection from any evils which may be found lurking in Polynesia. They add a +3 bonus to any roll made while encountering undead types, including a cleric's ability to turn undead.

WATER OF KANE Much like the Arthurian quest for the Holy Grail, the Hawaiians have a legend about the Water of Kane. This water flows from a fountain located within a castle whose location is unknown. Further, the castle is the property of a powerful sorcerer who keeps at least two pet dragons as guards. With but a single drink of the water, all ills are healed, whether they are natural or magical. In effect, it combines the clerical spell powers of Cure (any), Heal, Regenerate, and Restore. Also, if poured on the lips of a dead being, that creature or person will be Resurrected completely.


THE DEITIES OF POLYNESIA

KANE (greater god)
Although he did not create the rest of the pantheon, Kane is considered to be the greatest of the four great Polynesian deities. In truth, no real creation story exists to explain the origin of the gods, only a genealogy to show how their family lines could be traced. However, Kane did take part in the creation of the human race, both commoners and chiefs, alike. He is also recognized as a god of forests, sunlight, and water.

Role-playing Notes: Kane is a benevolent ruler who cares for his people. Although he desires offerings as any other deity, human sacrifices are never made to Kane. He also enjoys drinking awa (kava), a bitter narcotic drink.
Statistics: AL lg; WAL any good; AoC creation, forests, sunlight, and water; SY kii Kane.

Duties of the Priesthood: Priests must always show compassion for commoners as well as chieftains, providing food and water when and where it is needed. They protect and preserve the forests, as well.
Requirements: AB standard plus minimum Int and Wis scores of 16; AL lg; WP non edged; AR f; SP all, creation, elemental*, healing, plant, protection, and sun; PW 1) light 3) tracking as per ranger at -2 levels 6) create food and water; TU turn (+1).


KANALOA (intermediate god)
Kanaloa is associated with Kane, for both are great awa drinkers. While some documents describe Kanaloa as a lesser companion to Kane, another source describes Kanaloa as a sort of fallen angel who was kicked out of the heavens for trying to steal Kane's awa. In this version, Kanaloa became a figure for the underworld, Milu. This image was used against Kanaloa when missionaries arrived in the islands, as they associated him with Satan. However, his true aspect is that of a god of the sea, and to a lesser extent, a god of healing.

Role-playing Notes: Kanaloa is not truly evil, but he does occasionally break the rules in order to get his way when he really wants something.
Statistics: AL cn; WAL any; AoC healing, the sea, and squids; SY kii Kanaloa.

Duties of the Priesthood: Priests must travel out to sea to commune with this god. Their duties include harvesting the remains of the dead to join in the undead army of Kanaloa, although they do not actively seek to assassinate living beings. All will come to him in their own time.
Requirements: AB standard; AL cn; WP any; AR any; SP all, animal*, elemental*, healing, necromantic, and protection; PW 3) darkness 8) animate dead; TU command (+2).


KU (intermediate god)
Ku and his wife Hina were the first gods to arrive at Hawaii. Together, they represented the male and female regenerative powers of fertility. Ku was also worshipped as a god of fishing, rain, and healing, but primarily for his warrior and sorcery skills.

Role-playing Notes: Because of his true neutral approach, Ku can sometimes seem harsh because of his inability to show compassion. On the other hand, he is not truly cruel, for he looks with favor on a battle fairly won by skill, rather than trickery and deceit. However, he will gratefully accept a human sacrifice.
Statistics: AL n; WAL any; AoC fishing, growth, rain, sorcery, and war; SY kii Ku.

Duties of the Priesthood: Priests are required to learn as much magic as is possible for them and to constantly train for combat. They may never shun away from battle and must always fight fairly. A superior opponent is to be respected, not assassinated in the night.
Requirements: AB standard plus minimum Str and Int scores of 16; AL any; WP any; AR any; SP any; PW 1) magic resistance at level x 2%; TU nil.

LONO (intermediate god)
Lono is believed to be the last of the four great Polynesian gods to reach Hawaii. He came to be worshipped as a god of agriculture, clouds, fertility, the sea, and the winds. To him was dedicated the festival of Makahiki. During these winter months, war was kapu. The symbol of Lono-i-ka-makahiki, a tapa cloth banner suspended on a mast, was carried by the tax collectors during this harvest season as they traveled the island. When Captain Cook arrived in the late 18th century, the masts of his ships appeared as towering trees and the sails as makahiki banners. The Hawaiians thought that Lono had surely returned to be among them.

Role-playing Notes: Lono is generally considered to be a benevolent god to the people of Polynesia and the human race in general.
Statistics: AL ng; WAL any good; AoC agriculture, clouds, fertility, the sea, and the wind; SY kii Lono.

Duties of the Priesthood: Priests of Lono are required to be either farmers or animal caretakers in addition to their chosen profession. They see to it that all plant and animal life has a fair chance to reproduce and maintain or improve its abundance earth.
Requirements: AB standard; AL any good; WP any; AR any; SP all, charm, creation, elemental*, plant, weather; PW 6) control temperature 9) control winds 16) control weather; TU turn.


PELE (intermediate god)
Born to Haumea in the land of Kahiki, Pele was made unwelcome by her elder sister, a sea goddess named Na-maka-o-kaha'i. With a small band of family members, Pele set sail for new lands, her brother Ka-moho-ali'i at the helm. However, Na-maka-o-kaha'i was never far behind. Reaching the islands of Hawaii, the sisters clashed and Pele's bones were scattered about. Satisfied with her victory, Na-maka-o-kaha'i returned to Kahiki. Pele searched the land for a suitable home, using her digging stick, Paoa. One island after another proved unsuitable until she finally reached the Big Island. There, in the fire pit called Halema'uma'u in the Kilauea caldera of Mauna Loa, she made her home.
Usurping the former fire god of the islands, Ai-la'au, she assumed her new role as goddess of the volcano. Her uncle, Lono-makua, kept alight her sacred flame. With her powers, she was a force for both creation and destruction. Although she could easily wipe out villages with her molten rock, she also created new land. It was because of this that she became one of the most revered deities of Hawaii, not because she was the most powerful, but because she was, and continues to be, the most active.

Role-playing Notes: Pele, like her element suggests, has a very fiery personality. She easily loses control of her temper, unleashing her fury against anyone who has wronged her, whether the insult was real or imaginary. One of the things which she does not tolerate is people stealing her stones of lava. Anyone who takes them will suffer as if they carried Stones of Weight until such time that they return them to her pit. She can be satisfied with sacrifices, the most pleasing of which are black pigs or "fire water".
Statistics: AL cn; WAL any; AoC fire and earth; SY erupting volcano.

Duties of the Priesthood: Priests of Pele must always carry a flame with them wherever they go, whether it is a torch, candle, or simply glowing embers. They may never put out a fire.
Requirements: AB standard; AL any neutral; WP any; AR a; SP all, creation, divination, elemental*, protection, summoning*, and sun; PW 3) Protection from Fire 7) Produce Fire 10) Wall of Fire 14) Summon Magma Para Elemental; TU turn.


HI'IAKA (lesser god)
Hi'iaka, born from the mouth of Haumea, the earth mother goddess, was transported to Hawaii as an egg under the armpit of Pele. Upon reaching their destination, Hi'iaka grew in beauty, becoming the most favored of the fire goddess. While tending her Lehua groves, she became practiced in the arts of medicine, song, and dance, eventually being worshipped as a deity of both healing and, to a lesser extent, the hula.
Her greatest adventure was the quest for Lohi'au, a prince from Kauai. Pele, having seen him in a dream, sent Hi'iaka to fetch him. Her journey was fraught with peril, including encounters with many evil Mo'o. Ultimately, Hi'iaka was successful in her quest.

Role-playing Notes: Hi'iaka is a friend of the common people, showing mercy whenever and wherever she can. She is always willing to use her powers to help others.
Statistics: AL lg; WAL any good; AoC healing, and dance; SY lehua tree.

Duties of the Priesthood: Priests of Hi'iaka must not afraid to use their healing abilities to ease the suffering of those around them, whether they are chiefs or simple commoners. Although they will not directly ask for recompense for their good deeds, they will gladly accept donations.
Requirements: AB standard; AL any good; WP non edged; AR f; SP all, creation, divination, healing, and protection; PW 1) the ability to Lay Hands as per paladin 6) the ability to Cure Disease as per paladin 11) immunity to diseases 16) immunity to poisons; TU turn.

KAMAPUA'A (lesser god)
Kamapua'a was born as a wild boar on Kauai. So upset was his father at his birth, that he abandoned his child on Oahu where his grandmother raised and cared for him. Although he was somewhat of a rascal, he was well beloved by the people of Hawaii. He has been associated with many ribald adventures and has become the symbol of lechery. Further, he is also connected with the water and earth elements.
Of the Kamapua'a legends, the most memorable deal with his battles with Pele. Together, they symbolize the eternal struggle between fire and water. At one point, Kamapua'a nearly quenched the flames of the goddess. For a short time thereafter, he took her for a wife and a child came from their union. However, it wasn't long before their courtship ended and the battle began anew.

Role-playing Notes: Kamapua'a is a rascal who uses his thieving skills and seductive powers to get away with whatever he can. He is a fun-loving, free-spirited individual. Although he is presented here as a unique divinity, some believe him to be an avatar of Lono.
Statistics: AL cn; WAL any; AoC lechery, earth, and water; SY wild boar.

Duties of the Priesthood: Priests of Kamapua'a indulge in whatever pleasures they may. They always carry water with them in a gourd. They are tillers of the soil.
Requirements: AB standard plus minimum Chr of 16; AL any chaotic; WP any; AR a; SP all, charm, divination, elemental*, protection, and weather; PW 1) Charm Person 7) Charm Monster 12) Control Weather 16) Mass Charm; TU nil.


POLYNESIAN MONSTERS

AUMAKUA As stated earlier, the aumakua are not truly monsters, but family ancestors who have been deified through worship. Since the number of these beings is countless and each is unique, it is impossible to develop a standard list of attributes for them. They may appear in the spirit form of a person, animal, or manifestation of nature such as a tree, cloud, or even fire. However, they will always be able to speak, either by voice or telepathy. Further, they can cast any first level spells at the 6th level of ability, whether they are clerical or magical in nature, but usually the aumakua are restricted to a particular sphere of control based on their former lifestyle. Non-magical attacks or weapons cannot harm them, but any amount of damage will dispel their avatar permanently.

MANO Sharks play an important part in the mythology of Polynesia. Although many are typical sharks, a number of them (25%) are actually humans who have been permanently changed by some form of magic. For the most part, they are benevolent to the human race and have been known to converse with those in need of aid. Some rare exceptions (5%) even know magic. Two of the most notable shark gods are Ka-moho-ali'i, one of Pele's brothers, and Kua, known as the shark king. Both of these beings are reportedly huge specimens.

MO'O Brought to Hawaii by their matriarch, Mo'o-i-nanea, these beings are similar to Lizard Men with the exception that their intelligence is in the high to exceptional range rather than low to average. Because of this, more of them tend to dabble in magic (67%) rather than fighting (33%), although both classes exist. Among the Mo'o, there are tribal factions with varying outlooks on human kind. While some (10%) may be beneficial, most avoid or even kill them. A number of the more foul members take much pleasure in eating human flesh. Lani-kaula, a prophet from the isle of Molokai, has made his goal the destruction of this reptilian species.

NIGHT MARCHERS On moonless nights, these most feared homeless spirits wander the land in search of final rest and release from their terrible curse. Any unfortunates who happen across their path could easily find themselves walking among the undead. Presenting them with fresh pork meat will distract them momentarily, but they hunger for the taste of human flesh. Ti leaves, on the other hand, will actually aid a cleric in attempting to turn them and can afford some small protection to others. The Night Marchers appear as a mix and match collection of 6d6 lesser undead types, i.e., skeletons, zombies, ghouls, etc. Very rarely however (5%), a vampire, ghost, or lich may also be among them.
 

There is also the Kahuna, a Hawaiian shaman-type. Even to this present day, there are some Hawaii residents with native Hawaiian ancestry that claim to be Kahunas. A former martial arts instructor of mine had Hawaiian blood and claimed to be a Kahuna.

On another note, there is a Hawaiian martial art known as Lua. Might make an interesting 'Hawaiian Monk' type.

http://www.coffeetimes.com/lua.htm
 

Questions about classes:

Monks: I have read an earlier post about unarmed bodyguards that could use the monk class. This article mentioned above is impressive, and could be used as a basis for a Polynesian type of monk. Now we must find a way to explain how do exist both fighters and such Lua practitioners.


Clerics: I really think that the Cloistered cleric variant is the way to go. Of course they wouldn't be cloistered, but the d6 hd, low bab, only Will for good saves, 6 skill-points per level, etc., seems more appropriate for a Tuhuna/Tahua priest.

Then, I have another question regarding Tuhuna/Tahua and their character class. From what I have read so far, I understand that the expert-tradesman function is closely linked to a religious function, and that these characters revere the spirits from which depend their trade, and know prayers to appease them, etc. SO: can we consider to make (in this D&D-Polynesian setting) Tuhuna/Tahua sorts of priest-experts, all of them having the Cloistered Cleric class, plus an appropriate selection of Craft and Knowledge skills. As such they would be, so to speak, the "religious authorities of their sacred trade" (fishing, building boats, building temple, medicine, religious ceremonies, etc.)??


Druids: What do we do with druids? As well as the Cloistered Cleric class could be used fairly well for modeling a Tuhuna/Tahua, where the druid, with his shapechange abilities, habit of living in the wilderness, animal companion, etc. would fit?? Since all magic is divine in the Polynesian world, should they be seen as sorts of sorcerers who deal with spirits (of nature)? What name should they get? Do we call them Kahuna (despite I understand that Kahuna is but the Hawaiian term for Tuhuna/Tahua)? Any idea to justify the place of the druid class in a Polynesian world?

Of course, if the druid cannot fit, lets give the druid class (with proper name and background) to a more fantastical race than regular Polynesian humans. They could be religious hermits of the sea-elves for example. Then, occasionally a human has learned from a sea-elven <druid> the profession. However, such human <druids> are outcasts who don't belong to the traditional Polynesian society and are often suspected of being sorcerers.
 
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I suggested going with the three generic classes from Unearthed Arcana, because I think it would be easier to encompass the variety of roles that were being discussed and at the same time keeping it simple. The generic magic user gets around the divine/arcane thing, the generic expert gets around the variety of skill specialists, and the generic warrior allows for unarmed and armed variants. We would simply need to rename the classes with the appropriate polynesian/oceanic name and give it background.

Then we could focus on all the rest to create the atmosphere and flavor of the setting. I was actually looking at what Oriental Adventures did to evoke the flavor of Asia and still try to keep some of the D&D classes. So I know its possible. I just think it might be more work than it is worth.

Of the eleven classes in the PHB, the ones I think would fit would be barbarian, bard (Hula instructor/Kumu Hula/Kahuna), cleric (kahuna), fighter, ranger, and rogue.

The Dragon Article and that link with all those wonderful texts are great. They are very much in line with what I have learned while I was growing up. Mythology texts on Hawaii are hard to find. Although there are a couple of fun ghost story books by Glenn Grant, if anyone can find them. He was a local storyteller who collected those stories which sometimes coincided with Hawaiian myth. He printed a couple of ghost story collection, which you might be able to find around.

In terms of races, I was thinking that humans would be the only one. As far as I know Hawaii and Polynesia/Oceania by extension doesn't have the same kind of tradition as other areas with gnomes, elves, and the like. We have Menehune, but perhaps they would be better relegated to being like faeries, as they were said to have rather fantastic building skills. Menehune have a mixed place in Hawaii, they are considered mischievous and hard working. Very much like gnomes, gremlins, or dwarves. If something goes missing here, we sometimes say "Did a little Menehune walk away with it?" Or are we planning to invent new races? I'm just trying to figure out where we are headed.
 

CLASSES
TOA Fighter - the heavy armour using strength based fighter is not a good model for the Polynesian Warrior. A way to make this a no/light armoured agile fighter would be better

MOHOAO Barbarian - Cannibal savages (from another island of course) who live for the taste of human flesh (and gain strength from it ie Rage)

Ranger - there were professional hunters/foresters but whether that means ranger or Expert I'm not sure (I'd tend to say Expert). Nonetheless a Sea Ranger woprks well (and I have one to present below)

PAU 'IOLE Rogue - absolutely. the Rogues skills of stealth and even theivery were valued (but only targted at enemies). NB the word Pau iole means Rat-taken as theives were associated with rats (which is a good thing in Polynesia). Also the legend of Fakataupotiki says that he snuck into a chiefs house in the middle ofthe night and assasinated him (by sticking a stingrays spine up his anus!) - another good rogue model

'ARIOI Bard - yes. Geneologist, Chanters, 'Arioi were all respected and considered members of the 'priesthood'. In fact the 'Arioi as priests of a war good are the perfect model of Musician, Wrestler and Rogue

TOHUNGA/KAHUNA Cleric The militant cleric works for Polynesia where many were also skilled warriors. Also the spirits and gods of Polynesia were sometimes a lot more physical than in Western Europe. However making them cloistered types works to (and differentiates)

Druid (Shaman?) I can see a case for the Druid as Shaman but agree that the shapechaning aspect of Druidism is a bit beyond acceptable. That being said supernatural shapechangers were known and Maui (the hero/demigod) was famed for the practice. Kamapua'a is another option as a druid model. He lived in the wilderness and could change from human to dire boar (I'd more envisage him as a Wereboar but why not a druid/barbarian?). Anyway my conclusion is we need a Shaman class but Druid needs lots of modification to fit

RUNUKU/MAKOI Scorcerer usually mistrusted as uses of 'evil magic' (actually the shapechanging of the Druid might fit here)

MATAKITE Seer - Seers were very common in Polynesia and could come from any caste (although most were at least of Matakainga rank). The Seer could be represented by the Psion clairsentient

Monk Okay the case could be made for Lua and the Makini (bodyguard) being monks and if anyone ants to modify the monk abilites to reflect this then excellent. However I'm inclined to have a fighter with unarmed feats rather than a straight monk. I also have to declare my personal bias - I think the Pyschic Warior is cooler than the Monk and would rather see that:)

Experts (Tuhuna)

In Polynesia all knowledge comes from the gods and the Tuhuna is the one chosen by the god/spirit to use that knowledge in the world (the word Tohunga means 'chosen')as such all Experts are religious functionaries and must start all works with prayer asking the god/spirit to commune with the workers to achieve the task at hand. Indeed no task can be completed without the presence of the gods. Personally I'd stick with Experts but give them all a class ability that involves a competence bonus as a result of divine favour. May even a few supernatural powers at higher level (eg mend, fabricate spell-like abilities)

SKILLS
The Ride Skill is unknown in Hawaiki as no large land mammals exist as in other lands. Instead the Ride skill is replaced by the Vaka Skill allowing characters to use the various dugouts, outrigger canoes, catamarans and other watercraft of the islands.
 

HAUTAI (Sea Ranger) – Master Fisherman, Mariners and Navigators the Sea Ranger is the master of the open sea, out beyond the protection of the reef sailing the large Vaka Tohora (Oceangoing Outrigger), and Vaka purua and Vaka Pahi (Doublehull) and casting nets and lines out against sharks and other monsters of the deep.

BAb - as Ranger
Saves – as Ranger

The Hautai Class Abilities
1. Track, Maritime Skills, Aquatic Combat
2. Endure Elements, Improved Swim
3. Sea Legs, Orientation, Weather Sense,
4.
5. Orientation 2, Oceans Bounty
6. .
7. .
8. Improved Aquatic Combat
9. .
10.
11. .
12. Endure Elements 2, Freedom of Movement
13. .
14. .
15.
16. Hold Breath

Weapon and Armor Proficiency: The Hautai is proficient with all simple and martial weapons, and light armor

Spells: As Ranger See below

Track: In addition to the standard Track ability the Hautai can also ‘Track’ creatures through the water.
Water Conditions DC: Clear water -2 ,Calm surface –1, Slightly murky water +0, Small waves +0, Medium, choppy waves +1, Large waves +2, Obscuring clouds of silt +2, Storm waves +4
Distance Dc: Within 20' of target 10, 20' to 30' apart 15, More than 30' apart +1/10'

Maritime Skills: Due to the extensive training that the Hautai receives in and around the water, she automatically gains training and competency bonuses to the following skills at 1st level:
Swim+4 Profession (Vaka) +2, Profession (Navigator) +2 (training is assumed)

Aquatic Combat: As master Hunter of Big Game Fish like Sharks the Hautai is trained in the best techniques and methods for surviving combat both when on or in the water. The Hautai gains a bonus to Listen, Move Silently,Sense Motive,and Spot checks when using these skills against creatures found at sea whether deep water or shallows (including shoreline). Likewise, she gets the same bonus to weapon damage rolls against these creatures. Bonus is Deep water+1 Shallows/Shore+2
At Level 8 the bonuses increase to Deep water+2 Shallows/Shore+4 Deep Water refers to anywhere the character can not touch the bottom whilst fully submerged

Endure Elements: Used to the dangers of the Sea the Hautai gains +2 bonus to all Fort saves made against weather effects (cold, wind, heat), drowning and starvation.
At Level 12 this bonus increases to +5

Improved Swim (new feat)– The character is able to swim at ½ their base speed as a move action or at their base speed as a full round action. Additionally the character does not suffer the –1 penalty for swimming underwater (but still drowns as per usual if they run out of breath)

Sea Legs: A Hautai spends years living and working on the water, and has learned to stay on her feet during fair weather and foul. At 3rd level, a Hautai gains a +2 competence bonus to all Balance checks. Furthermore, a successful check allows a full move instead of a half move. A failed check still means no movement at all.

Orientation: By reading the combination of swells, prevailing winds, stars and water salinity the Hautai can always locate the direction of and predict the distance (in days of travel) to his home island. The Mariner can also locate the direction (but not distance) of other Islands they have been to for more than 1 day with a Prof Navigator check DC 15
At 5th level with a Prof Navigator check DC 15 the Mariner can locate the direction of any landmass within 50 miles

Weather Sense: With a Successful Wilderness Law check a Sea Ranger can predict the Weather for the next few days. The DC is 10+2 per day (eg weather in 3 days has DC 16 (10+6)).

Oceans Bounty: The Hautai is a Master Fisherman and can find and locate schools of fish as required. The Hautai can also locate drinkable water at sea (often by following rain clouds). The Oceans Bounty requires 1 hour to locate. Normal techniques (and skill checks) to catch the fish or water are required

Freedom of Movement: Starting at 12th level, a Hautai knows how to use her abilities and weapons to their best effect when underwater. As a result, when underwater, she suffers no penalties to movement or attack rolls as if she were the recipient of the freedom of movement spell
This is an Extraordinary ability.

Hold Breath: At 16th level, a Hautai has learned how to survive underwater for extended periods of time. She can hold her breath for a number of rounds equal Constitution x4, instead of double Con as normal

1st-LEVEL SEA RANGER SPELLS
Alarm
Animal Friendship
Delay Poison
Detect Animals or Plants
Detect Snares and Pits
Entangle
Magic Fang
Obscuring Mist
Pass without Trace
Read Magic
Resist Elements
Speak with Animals
Summon Nature's Ally I

2nd-LEVEL SEA RANGER SPELLS
Animal Messenger
Cure Light Wounds
Detect Chaos/Evil/Good/Law
Hold Animal
Locate Object
Protection from Elements
Sleep
Snare
Summon Nature's Ally II

3rd-LEVEL SEA RANGER SPELLS
Cure Moderate Wounds
Greater Magic Fang
Gust of Wind
Neutralize Poison
Plant Growth
Remove Disease
Summon Nature's Ally III
Water Walk
Water Breathing

4th-LEVEL SEA RANGER SPELLS
Sending
Cure Serious Wounds
Freedom of Movement
Nondetection
Polymorph Self
Summon Nature's Ally IV
Wind Wall
 
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I'll be back later with a Paladin PrC (it fits just wait) and a Whale Rider PrC too

As to Races Human needs to predominate but there's enough stories of 'not-humans' for us to include some other races (like Menehune gnomes, Pairehe elfs, Taipo/Peke goblins and Hautupu giants) - afterall this is DnD!
 
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Kankichi said:
I suggested going with the three generic classes from Unearthed Arcana, because I think it would be easier to encompass the variety of roles that were being discussed and at the same time keeping it simple.
Well, for what I have seen on these boards, having a campaign that only uses the three UA generic classes is almost never used by DMs and players who overall seem to have a dislike for it.

The Dragon Article and that link with all those wonderful texts are great. They are very much in line with what I have learned while I was growing up.
I think we can take inspiration from this article, but we will have to rewrite different and bring modifications because of copyrights.

In terms of races, I was thinking that humans would be the only one. As far as I know Hawaii and Polynesia/Oceania by extension doesn't have the same kind of tradition as other areas with gnomes, elves, and the like. <...> Or are we planning to invent new races? I'm just trying to figure out where we are headed.
Well, as Tonguez said, this is D&D and I think it would be great to add fantastical races to the setting. A race of little black people who live in the mountains, and who are known to practice sorcery (druids would probably fit for them), and of course sea-elves.

Tonguez said:
MOHOAO Barbarian - HAUTAI (Sea Ranger) - PAU 'IOLE Rogue - MATAKITE Seer - SKILL: Vaka Skill
Looks good to me. We nonetheless need flavor text / background descriptions for each of them, although there is probably no need to make it the length and detail of background descriptions of the PHB.

TOA Fighter - the heavy armour using strength based fighter is not a good model for the Polynesian Warrior. A way to make this a no/light armoured agile fighter would be better
I was thinking modeling the fighter on a UA variant that gets light armor but 4 skill points per level plus a bonus feat. Lets have the bonus feat be a +2 dodge bonus to AC when fighting naked.

'ARIOI Bard - yes. Geneologist, Chanters, 'Arioi were all respected and considered members of the 'priesthood'. In fact the 'Arioi as priests of a war good are the perfect model of Musician, Wrestler and Rogue.
I suggest the Divine bard variant from UA. Genealogists? I believed they were not the same as those wandering bards called Arioi (at least from what I do read in Legendes of Tahiti netbook).

TOHUNGA/KAHUNA Cleric The militant cleric works for Polynesia where many were also skilled warriors. Also the spirits and gods of Polynesia were sometimes a lot more physical than in Western Europe. However making them cloistered types works to (and differentiates)
Clerics: for physical/warlike deities. They are limited to light armor but gain 4 skill points per level instead of 2. Cloistered Clerics: for sage typs, and priests of peaceful deities.

Druid (Shaman?) I can see a case for the Druid as Shaman but agree that the shapechaning aspect of Druidism is a bit beyond acceptable. <...> my conclusion is we need a Shaman class but Druid needs lots of modification to fit.

RUNUKU/MAKOI Sorcerer: usually mistrusted as uses of 'evil magic' (actually the shapechanging of the Druid might fit here)
I suggest the druid class being a sort of mistrust spellcaster who is found primarily among non-human races (see elves and menehune). Yet, outcasts humans sometimes take this class. Then, some of them eventually get the Runuku/Makoi prestige class of evil sorcerer. This would fit the concept of sorcerers in a world where arcane magic doesn't exist. Also, it would be clear that the class, despite being available, would not belong to the regular social structure of the Polynesian society.

Monk: Okay the case could be made for Lua and the Makini (bodyguard) being monks and if anyone wants to modify the monk abilites to reflect this then excellent. However I'm inclined to have a fighter with unarmed feats rather than a straight monk. I also have to declare my personal bias - I think the Pyschic Warior is cooler than the Monk and would rather see that
I would like to include both classes. Monks renamed as Lua Warriors, with an appropriate background description, and maybe a few modifications (UA presents some). They would be rare however.

On the other hand, while I think the Psychic Warrior doesn't fit for the Lua (as described in the article), I am wondering if it would not fit for nobles supposed to be blessed with a lot of Mana?

Experts (Tuhuna): Personally I'd stick with Experts but give them all a class ability that involves a competence bonus as a result of divine favour. May even a few supernatural powers at higher level (eg mend, fabricate spell-like abilities)
I have read people (here on Enworld) saying the UA expert is weak to play (so DMG expert npc is even worse). So, what about the Expert class from UA that in addition gets spell progression as paladins/rangers?


If you agree with the above, I propose to work on all of this (although not during this week and the next, as RL is catching up with me).
 
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