Friday, 22 May 2015

The Chern Durelite Presence on the Steppes


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.

 The Second Age
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.

An3 man.jpg
Mandarin of the 'Wisdom' Period
 The Third Age
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.

Goguryeo tomb mural.jpg
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.
Gammo yeojaedo-03.jpg
House by the Hot Lake
The taboo is Always Give An Answer

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)

Goguryeo moon.jpg
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.
高句丽墓葬壁画03.jpg
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.

Eight-Fold Screen Painting of the Sun, Moon and Peach Trees 01.jpg
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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