The Chern Durelites
What the histories tell us
In the Darkness
The blow which made the Hot Lake also shattered the
ground to the south west. As the light
faded so the spawn of the Underworld poured forth from this Hellcrack,
spreading wherever they would. Many
headed across the ashes that would become the steppes. Basko was discovered, and brought east with
the host.
Battles were fought against Chaos, including the Glory of
the Black Sun. Tien was turned back,
weakened, to be beheaded later, while Pocharngo was banished.
Small groups moved onto the steppes, under the protection
of the dark ones, some settling around the Hot Lake.
The First Age
The Riders came into the east, bringing horses as mount
and food, and bringing fire and death to dark one and chaos alike. Eventually some of them discovered the Hot
Lake settlements and conquered them, setting up several semi-nomadic kingdoms
there.
In the early part of the Age, the eastern kingdoms and clans come under the
influence of the Kingdom of Wisdom.
1051 Senbar
spills demons, ghouls, and the Huan To onto the steppe.
1122 Our clans
are in frequent contact with Chern Durel.
Mandarin of the 'Wisdom' Period |
1247 Great
Contest held in Chern Durel to break the drought in Pent. Agartu Say is a contestant.
1250 Agartu
Say invades Boshan, but is enslaved.
1352 Agartu
Say, now a follower of Zho Lath Ey (or Jolaty in Pentan script), achieves
Illumination. He
adopts the name Sheng Seleris.
1355 Sheng
achieves leadership at a new Great Contest.
1356-62 Sheng
raids through the Iron Forts into Kralorela
1363 Sheng
conquers Puchai and raids much of Kralorela, Chern Durel and Teshnos in the next
decade.
-1460 Seleran
Empire. Many more are brought onto the
steppes to guard lines of communication
and
to act as infantry in the invasion of the West.
1461-4 Pentans
driven out of Lunar lands.
1503 Pentans
returned to Oraya
1506 Nights of
Horror. The Redlands are abandoned to
the Lunars.
What we can know
from these histories and our other sources
The Chern Durelite presence on the steppes is
inextricably intertwined with the uz, even though there is evidence of small
groups ranging the plain possibly before the Darkness itself. Basko is a hero as well as a divine presence,
driving back Chaos and empowering the people in ways others find horrific and
intimidating. As host to some Great
Contests, we recognise that Chern Durel and Pent are actually part of one
extended culture. Some of those on the
steppe wish to go to their ancestral lands, while many are glad to join with
the Riders in their new home.
Tribesmen who have adopted the steppe way of life |
Their Culture
Their homes are of unpainted stone and mud-brick, built
to house a family. They are generally
one-storey, but have been known to reach three in the states around the Hot
Lake. Their door-posts are carved and
painted with mythological figures, generally monstrous to outsiders.
Their music and songs are heavily influenced by the uz,
favouring percussion and communal howling.
Clothing tends to be of hide and fur, with leaders
distinguished by wild silks or occasional Kralorelan exports. For both male and female the form is jacket
and trousers, with heavy boots and fur hat.
In summer, however, these are shed for skimpy tunics and
reed sandals, and broad brimmed reed hats.
Their Religious
Traditions
Path of Fire Tradition [Fire,
Horse]
Mythos and History
“Many times many are the Suns Of The Skydome, the Suns
Beneath The World, the Suns That Were and The Suns To Come.” So begins the ancient Chant of the Suns,
expressing the understanding that there is no need for competition in the
celestial faith, for all suns are simultaneously valid.
Whether in Chern Durel or elsewhere, the Tradition is
reliable, and can always find points of contact.
The Early Sun was the First Manifestation, the Rising Orb
the Second, but this Tradition holds the Victorious Zenith to be the ‘highest’
form of Zerel Fan, the Suns of the Skydome, and therefore the Imperial
Sun. Zerel Fan has illumined and given
health to the People since the earliest ages, and will continue to bring power
and glory through old and new Manifestations.
Nature of the Cult
The primary Chern Durelite way of being.
Depiction
Zerel Fan may be depicted as any of the Manifestations,
generally as a disc of varying colour.
Particular Likes
and Dislikes
Likes the other spirits followed by Chern Durelites and
by the Dozaki Uz, hostile towards those of Kralorela and non-Dozaki Uz, neutral
towards most others.
Cult Organization
and Holy Places
The cult is based around power, with shamans acknowledging
the status of their fellows, and each being the centre of a small band of
followers and apprentices.
Holy Places are defined by community histories, but are
generally back in Chern Durel.
Holy Days
Dependent upon Spirit Society and community.
The Victorious
Zenith Spirit Society (Fire, Mastery)
The Spirits of Ancient Rulership. Only the leaders of communities may gain
their power.
Imperial Sun Spirits (Fire) – These spirits can blaze with
the brightness of the noonday sun, and can dazzle all who look upon the
community leader.
The taboo is Reclusive
Victorious Zenith Spirits (Mastery) – These spirits can
command any other Celestial spirit to flee or be bound by the community leader.
The taboo is Never Give Heed To A Kralorelan
Zerel Fan Spirits (Fire) – These spirits can imbue the
community leader with ancient wisdom or give them sight from on high for
present wisdom.
House by the Hot Lake |
Path of Fire
Tradition
To join the Tradition, you must first have a Fire Rune.
For game purposes, any hero with a Fire Rune can join the
Tradition at the same rating as their Fire Rune. Simply add Path of Fire
Tradition (Fire) keyword after the Fire Rune.
When joining the Tradition, you receive a number of
charms, as described in the HeroQuest core rules (page 112). Charms of the
Tradition are chosen from amongst the spirits of the community’s Spirit
Societies.
Little Suns –Path of Fire Shamans
After decades of experience, a worshipper with Tradition
rating of 11W or higher can become a Little Sun, a shaman of the Victorious
Zenith
The Seeker’s Test is a recognition of the Deep Truth of
the multiplicity and unity of all possible suns. If the Little Sun -to-be succeeds, then they discover their Inward Light.
The Fetch
The Inward Light manifests as a silhouette of sunlight
around the Little Sun.
The Inward Light performs all the functions of a fetch
(cf. HeroQuest pg. 114)
Icon of the Star Permutor |
Spirits of
Reprisal
The apostate will be unable to bear sunlight.
Tradition Spirits
Durelite
Names
Imperial Sun Victorious
Zenith
Leader Sekever
Elder Suns
to Come
Warrior Solar
Storm
Hunter Rising
Orb
Founder Early
Light
Starlight Wanderer Star
Permutor
The Path of Darkness Tradition [Darkness]
Nature of the Cult
A collection of various spirit cults bringing purpose and
life to those who cannot, or will not, follow the major paths. At the head of it is Subere, who defies
knowledge and depiction.
Depiction
Varies with the Spirit Society, although Subere is always
an unworked piece of jet.
Particular Likes
and Dislikes
Favours those of the Tradition. Dislikes any who try to dispel Darkness.
Otherwise neutral.
Cult Organization
and Holy Places
There is a distinct lack of organisation within the cult,
with local and wandering shamans leading rites when called upon, or at their
whim. The main Holy Place is Subere’s
Well in Chern Durel.
Holy Days
Dependent upon the individual shaman.
Path of Darkness
Tradition
To join the Tradition, you must first have a Darkness
Rune.
For game purposes, any hero with a such a Rune can join
the Tradition at the same rating as that
Rune. Simply add Path of Darkness Tradition (Darkness) keyword after the
Rune.
When joining the Tradition, you receive a number of
charms, as described in the HeroQuest core rules (page 112). Charms of the Path
of Darkness Tradition are chosen from those of the community’s Spirit
Societies.
Dark Dancers - Path of Darkness Shamans
After decades of experience, a worshipper with a
Tradition rating of 11W or higher can become a Dark Dancer of the Path of
Darkness.
The candidate must undertake a night-long dance, without
pausing. If they succeed they will
awaken their Fetch, the Dancing Dark.
Fetch
The Dancing Dark performs all the functions of a fetch
(cf. HeroQuest pg. 114)
Dark Dancers have access to the spirits of the Path.
Spirits of
Reprisal
The apostate loses all night vision.
The Shadow Cancer |
Tradition Spirits
Durelite
Names
Crone Subere
Night Shadow
Cancer
Foresight & Death Talker Secret Waters
Speaker to Walkers Dozaki
Giant Worm Swems
The Path of the Storm Tradition [Storm]
Mythos and History
While the spirits gathered into this Path had long been
followed by the some of the Steppe peoples, most of their natures had been
misunderstood, and they had been viewed as hostile or distorted spirits that
were independent of any Tradition. It
was only after the Nights Of Horror, as the People sought for spirits with whom
to take refuge, that they were perceived as being worthy of a Path of their
own. They were eagerly embraced as
another means of survival.
Nature of the Cult
A refuge for those who have not found the Path of Fire an
adequate answer to the Lunar challenge, and for those who dislike the nocturnal
powers of the Path of Darkness.
Depiction
Four dragons, each accompanied by the rune appropriate to
their cardinal direction.
Particular Likes
and Dislikes
Pities the Path of Fire, and hates anything Lunar.
Cult Organization
and Holy Places
There is a distinct lack of organisation within the cult,
with local and wandering Wind Dragons leading rites when called upon, or at
their whim. Followers may choose to
attach themselves to a Wind, or to stay within their community.
Holy places at the whim of the most powerful local Dragon
Wind.
Holy Days
At the whim of the most powerful local Dragon Wind.
The Path of the
Storm Tradition
To join the Tradition, you must first have a Storm Rune.
For game purposes, any hero with a Storm Rune can join
the Tradition at the same rating as their Storm Rune. Simply add Path of the
Storm Tradition (Storm) keyword after the Storm Rune.
When joining the Tradition, you receive a number of
charms, as described in the HeroQuest core rules (page 112). Charms of the
Tradition are chosen from amongst the spirits of the Spirit Societies present
in the clan.
Dragon Winds – Path of the Storm Shamans
After decades of experience, a worshipper with a
Tradition rating of 11W or higher can become a Dragon Wind , a shaman of the
Storm.
The Seeker’s Test requires exposure to the storm that was
their primary Spirit Society. If the
Wind-to-be succeeds, then they discovers their Tempest.
The Fetch
The Tempest manifests as a seething cloud above the
Wind’s head. The Tempest performs all
the functions of a fetch (cf. HeroQuest pg. 114)
Spirits of
Reprisal
The apostate will attract the interest of every Storm
spirit near them. Life will be a
miserable struggle, simply to keep on one’s feet.
Tradition Spirits
Durelite
Names
Leader West
King Wind Dragon
Warrior North
War Wind Dragon
Whispering Wind South
Rage Wind Dragon
Body Marker East
Sting Wind Dragon
Durelites Deities
Eater of the Dead Earth
Eater
Black Sun Basko
Costly Sacrifice Blood
Sun
Chaos Fighter Zorak
Zoran
Healer Xiola
Umbar
Theistic worship is far more common than amongst the
Riders, and gives their culture much of its distinctiveness.
The great artist Zantgar Veshlufan's 'Western Moon Over The Hot Lake' |
Chern Durelite
Names
Names are either in two parts, or one and a
nickname. Three quarters of personal
names are bisyllabic, with the remainder equally divided between three and one
syllable. They are frequently
accompanied by nicknames.
One quarter of place names have four syllables, the
remainder follow the pattern above.
Initial Syllable
Jo-, Ma-, Sa-, Ka-,Ja-, To-, Tu-, Pe-, Ut-, Ilk-, Yood-,
Beth-, Gart-, Sush-, Gromb-, Jibb-, Sarn-, Shar-, Jang-, Chot-, Dak-, Kod-,
Pun-, Vees-, Qit-, Zant-, Bok-, Tsang-, Vesh-, Thub-, Mleen-, Vath-, Xang-
Middle Syllable
-razz-, -moor-, -arn-, -res-, -dath-, -er-, -ra-, -kos-,
-ggan-, -mohr-, -lu-
Terminal Syllable
-i, -a, -ai, -e, -oo, -og, -ul, -et, -on, -ol, -oth, -it,
-angk, -kley, -pa, -zant, -gar, -ung, -rug, -fan, -nar, -ek
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