Hajduk kinships are tight, family-like independent groups who live off the wild and protect those who can’t defend themselves. Instead of living under a particular banner or faction, they have found ways to live in harmony with the denizens of the forests and understand the unspoken rules of the wild. While anyone can become a hajduk, they survive as one large, insular family (called a kinship), so it’s difficult to earn their trust, let alone become one of their number. The hajduk cause is usually a noble one, but at times it requires sacrifice and bloodshed when fighting against oppression and tyranny. They take from those who greedily acquire too much and give to those who’ve been unjustly left too little. The hajduk kinships live in harmony with nature and respect its cycle, preferring to escape the artificial chains that are the laws of urban society. They leave their verdant camps to fight for justice in civilized places where corruption and oppression grip the hearts of mortals, striving to bring the ancient natural balance back to places where civility has festered into tyranny. Most folk see them as heroes willing to fight establishments for the people—not for themselves, but for the good of all. Hajduks usually operate in small guerrilla groups, ambushing supply convoys, freeing wrongfully imprisoned captives, and even planning and executing major coups against tyrannical leaders. What makes them so dangerous is their ability to infiltrate political and social organizations with cunning and ease. They don’t wage wars or go into military battles, instead relying on stealth, careful planning, and strategic positioning.
All credit is due to Yellow Mad
- Skill Proficiencies: Choose two among Animal Handling, Deception, Nature, Perception, Stealth, or Survival.
- Tool Proficiencies: Choose one from cartographer’s tools, disguise kit, forgery kit, or woodcarver’s tools
- Languages: One of your choice
- Equipment: A grappling hook, chain (10 feet), hempen rope (50 feet), a signal whistle, a two-person tent, a sling, a net, a set of travelers clothes, and a pouch containing 5 gp
As a hajduk, you know a special verbal signal that you’ve learned to use in times of need. Creatures friendly toward you or your cause recognize the sound and can heed the call. To use the signal, you must spend 1 hour traversing the wilderness while making the sign—which can be a word, an imitation of an animal, or another sound that best suits your hajduk style. A friendly creature that recognizes the sound and chooses to help does so to the best of its abilities by guiding you, providing useful information, or sheltering you from danger. The GM determines whether a creature answers your call, if it’s willing to help you, or if it can help in the capacity you require. Examples of creatures that could answer the signal include wood elves, awakened beasts or plants, another hajduk, or a fey creature.
Suggested Characteristics
Hajduks are led by their devotion to fight injustice. They respect the natural cycle and denizens of the wild, utilizing their knowledge of nature to continue their secret fight against usurpers and tyrants.
| d8 | Personality Trait |
|---|---|
| 1 | I protect those who can’t do so themselves as if they’re my own siblings, and I don’t expect anything in return. |
| 2 | I believe nature is the wisest teacher if you listen and observe its teachings. |
| 3 | I always like to have a trick up my sleeve |
| 4 | I live by my deeds, and I use my actions to inspire those around me. |
| 5 | Fighting for what is right sometimes comes at a great cost—a cost I’m prepared to pay |
| 6 | I’ve lost too many friends in the fight against corruption, so I cherish and keep the few I have close to me. |
| 7 | When an opportunity presents itself, I don’t pounce on it. I wait for the most advantageous moment for maximum effect. |
| 8 | I trust no authority except that of the forest and that of my kinship |
| d6 | Ideal |
|---|---|
| 1 | Mercy. Everybody has redeemable qualities. Even the tyrants I stand against deserve a second chance. (Good) |
| 2 | Anarchy. Order is an illusion created by those with power to control those without. (Chaotic) |
| 3 | Altruism. The happiness on the face of the people I help is the greatest payment I can ever receive. (Good) |
| 4 | Devotion. Lives given for a greater cause are not lost, but required. (Lawful) |
| 5 | Freedom. I will not allow tyrants to subdue the people. (Chaotic) |
| 6 | Balance. I take it upon myself to relieve people of their spare change—only when they have too much—and spread it amongst the poor. (Any) |
| d6 | Bond |
|---|---|
| 1 | I will always remember the faces of the people I first helped as a hajduk. Everything I steal goes toward something bigger than myself. |
| 2 | What I am today I owe to my kinship |
| 3 | I was taken away from my family when I was young, so I became a hajduk to give those like myself the opportunity to have a family. |
| 4 | I will do anything to protect the hajduk kinship and my friends. |
| 5 | I fell in love with a member of an organization that my hajduk kinship is trying to sabotage |
| 6 | My hajduk kinship was brutally murdered and I was left to watch them die. Vengeance will be mine |
| d6 | Flaw |
|---|---|
| 1 | I am slow to trust and quick to assume everyone is out to con me. |
| 2 | There is no such thing as a fair fight. I either kill or get killed. |
| 3 | I can’t help but take things I like, even if they don’t belong to me. |
| 4 | Sometimes I let my friendship sabotage my work. |
| 5 | I allow emotions to cloud my judgment. |
| 6 | I am jealous of those who surpass me in my work. |
Previous Versions
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