The Hadeans were the last and hardest of the Tribes to write. I knew I wanted an inherently superior tribe, to replicate the Unliving “Zomb” tribe, one that was inherently better than all the other tribes. But what else could they be? I slowly settled on the idea of a “merchant” tribe that might swap antiquities with Mithna Zatharos, and a servant tribe that would represent Mithna Adivasta. This last was especially important to me: I wanted a tight representation of Mithna Adivasta among the tribes, which likely meant some adaption to the cold, given the arctic fortress from which Mithna Adivasta ruled.
The problem was all these different pieces didn’t want to come together. Why did they swap antiquities? That might imply they are sorcerers, but the Getics felt better as sorcerers for a variety of reasons. Did I want two sorcerer-tribes? Not really. They could be stealthy and assassin-like, but eventually, that got pushed to the Abertach. There were a few elements I knew I wanted for sure:
- Ghoulish Memories: One of the purposes of the tribes was to break up the Gaunt power-ups and give them a home, and the Hadeans would be the ones dining on brains to gain deep insights. It would also explain what sort of things they liked to trade for.
- Better Than You: I wanted to give them some sort of Higher Purpose that let them win all contests or competitions against other Gaunt, and act as a sort of elite among elites.
But that wasn’t enough, so I settled on a few other things: where the Wasters were the “hot” Gaunt, I wanted someone to be a “cold” Gaunt. I had another (discarded) tribe that was “bony” because Bone Knights are popular and I wanted to explore it. Then I realized they might be interesting if they had skull faces or ornate, bony armor. Truly, a magnificent set of villains. And if they were “better than you,” perhaps they could occupy a place of “discount True Tarvathim.” Many Highborn Tribes vibe like “cheap” Tarvathim: the Getics are beautiful, the Legionnaires competent, the Hadeans could be cunning. But perhaps they could also be, lightly, immortal? I borrowed and dumbed down True Tarvathim immortality and grafted it onto them.
This informed their talents: Antiquary to represent how they operated as merchants and Thanatologist to reflect their skill with removing brains. Truth Seeker was grafted on, because investigation suited the talents of a clever Gaunt with the ability to read the mind of the dead by noshing on neurons. If they were going to be merchants, though, they needed some sort of reaction improvements, so I went with an imposing sort of Charisma and, for fun, an improved appearance that applied only to Gaunt. The result, I think, is more darkly villainous than I had expected. They make a magnificent sort of Skeletor, or a high priest for Domen Tarvagant.
Some people seem to have noticed the tossed together nature of the Hadeans, and it’s true: they had less vision than the rest, but I’m still fairly happy with the results. The arbitrary nature of the Gaunt Tribes means it works fine for them to be a bit of a grab-bag, but I hope they still appeal to people as an interesting PC possibility. I think they’ll make reasonable PC options, but mostly in games that focus in on the Gaunt as Gaunt (which, hopefully, the existence of the tribes will encourage) or that benefit from higher IQ and investigation, as they suffer from the same combat problems as “vanilla” Gaunt do with few of the compensating factors that other “combat” oriented Gaunt, like Wasters, Getics, Legionnaires or Horlocks get.


