Tuesday 19 May 2015

The Hirenmadorings



The Hirenmadorings


What the histories tell us:

Before the Dawn
The western emperor Urvairinus marched to the Yellow City, probably the ancient Amber Camp, bringing peace and spreading the herding of pigs.
Kestinoros, a good man although he had been raised to follow Ghevengus, ruled Dara Happa and much of the Western Steppe, but thereafter the empire withdrew into itself.
We arrived in Raibanth and replaced the demon-worship of Veng, with that of Kargzant and Gamara.
The Kuranits Tribe adopt Kalikos as a deity, and become rulers over Jarasan.
Silver wine jug dating back to
the period before the Dawn
The Hyalorings become more mobile, and even place a nomad emperor upon the throne.  He conquered the Veshtargos tribe for a generation.
Huradabba the Vettebin failed to follow Kargzant with sufficient devotion, heralding a decrease in Kargzanti power in Dara Happa.
Although other emperors rose and fell, and even followers of the Truth ruled again, the power of the peasants rose to rival that of the Riders.
Eusibus the Hirenmadoring was the last true Rider emperor of the Oslir Valley before the Full Dawn. 
The Sankenite revolt cast the Riders out of the Valley, and brought a far greater human population onto the steppe.

The First Age
~230  The Shadzoring remnant escape onto the steppe
The Riders adopted their new lifestyle readily, although many of the refugees died in the early years.
They settle in a broad sweep across the Western and Central steppes, their range shifting and extending over the course of the Age, eventually discovering the Hot Lake and setting up several semi-nomadic kingdoms there.

The Second Age
~500      The nation of Velthil arises, a land with joint Pentan and Rinliddin heritage.
~570      Kastok leads an army of horsemen onto the steppe to discourage the nomads from raiding.
~700      The south-western clans are in contact with Jarst and the Votanki, the north-western with
              Althil.
717/8     Redlanders move through Elder Wilds & Balazar to raid into Dragon Pass.  Ambushed on
              their return.
~750      The Korer gain their independence when Althil is reabsorbed into Dara Happa.  
               Velthil begins significant expansion. 
~830      The Korer begin westward expansion into Karasal.  Velthil expands up the White Sea coast.
~900      The south-western clans are in contact with Zarkos and the Votanki, the north-western with
               Althil, Velthil and the Rinliddi.  The easternmost clans neighbour the Kingdom of Wisdom.
1051       Senbar spills demons, ghouls, and the Huan To onto the steppe.
~1070    Dara Happa conquers the Korer & the western province of Velthil.  
               Velthil is split into two, with a more pro-Dara Happan regime in Althil. 
1122       Althil applies for membership of the Empire.  Northern clans skirmish with the 
               Blue Moon Digijelm.  Eastern clans are in frequent contact with Chern Durel.
1127       The Empire conquers Velthil


The Third Age
~1210    Velthil struggle against the Empire’s Carmanian overlords.
~1220    The nomads on the borders are dominated by Velthil in the north, the Char-Un in the south.
1247       Great Contest held in Chern Durel to break the drought in Pent.  Agartu Say is a contestant.
1250       The Lunar Empire is established, with two of the major cities and provinces having distinct       Pentan influence – ‘Dinzizzi, ruling Velthil, blessed by the Child of Kuranits’ and ‘Jillaro,       ruling Saird, blessed by Vuranostum.’  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.
1356-1460            Seleran Empire
1461-4   Pentans driven out of Lunar lands.
1470s/80s            Hon-Eel’s magical contests with the northern Redlanders.
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 Hirenmadorings have a historically and religiously charged conflict with the Rinliddins and other bird-worshippers.  Lunar Dinzizzi is also considered to be part of their inheritance, fuelling the rivalry still further.  Although they have a traditional rivalry with the Hyalorings, it is seldom malicious. 
They revere the memory of Eusibus, denying the Targosite claim to him, and claiming his blood-line to be rightful heirs to Dara Happa.  By now, every Hirenmadoring can make some claim to being part of that bloodline.
Mordecai and Esther.jpg
Eusibus receiving fealty from Dara Happan city gods
Their Culture
Visitors to the Hirenmadorings are frequently mystified.  Their musical forms are the pure throat-songs of the steppe, unmodified by western stylings.  Their myths are their own, and almost universally feature birds and bird-worshippers as villains.  In the midst of a religion of fire and light, powers of storm and dark are acknowledged without enmity.
Hirenmadoring homes are yurts, richly tapestried on the inside and dun or grey on the outside.  They can hold 10-20 people, more if they belong to a shaman or chief.
Males wear cloth or silk tunic and trousers, felt jacket and kilt, and hide shin-length cloaks, belted in winter.  Their hats are either waxed cloth core with fur surround or waxed cloth or silk turban.  Females wear layered cloth or silk tunics, trousers, skirts and jackets and felt coats, fastened with wooden toggles and lavishly embroidered.  Their hats are towered, one level beyond the first for each child grown to maturity, of cloth or silk on hardened rush frames.
Both genders  wear reed sandals in summer, and knee-length hide boots otherwise.
  
Their Religious Traditions

Path of Fire Tradition  [Fire, Horse]

Mythos and History
Kargzant is the One True Sun, and this was revealed in the Darkness when he rode high whilst other contenders for the title were obscured or diminished.  He made the Starlight Ancestors and is thereby lead stallion for both the Great Herd in the sky, the Horse Herd in Glorantha, and the Human Herd, or Riders.  His struggles against the Bird-Folk of Veng and the Storm folk of Orlanatus largely defined the Darkness, and his restrained victories define our present. 
Nature of the Cult
The primary male Hirenmadoring way of being.
Depiction
None needed.  He is the sun.
Particular Likes and Dislikes
Favours the other spirits followed by Hirenmadorings, and dislikes both Dara Happans and Lunars.
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.
The Holy Places are those acknowledged by all solar Pentans.
Holy Days
Clan, Tribe and Arrow dependent.

The Kargzant Spirit Society (Sun, Horse)
The Spirits of the Society are not to be lightly used, since they are of the Sky Herd closest to Kargzant himself.  Leaders usually leave them untouched if other powers may accomplish the task.

Imperial Sun Spirits (Sun) – These spirits can blaze with the brightness of the noonday sun, and can be released to drive off lesser solar powers.  They are the sign of the true Khan.
The taboo is Never Refuse A Challenge

Cloudchaser Spirits (Sun) – These spirits can be used to chase off clouds and the spirits associated with them, and all the storm powers.  They can be released to fight Storm spirits.
The taboo is Never Submit To A Storm-Worshipper

Stallion Spirits (Horse) – These spirits can strengthen a mount in every physical way, can defend it against magic, and can enable it to leap to the horizon, run on a sunbeam, or ride down a bird.
The taboo is Always Care For Your Mount’s Needs Before Your Own

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, Horse) 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 clan’s Spirit Societies.

 Sun Stallions –Path of Fire Shamans
After decades of experience, a worshipper with Tradition rating of 11W or higher can become a Sun Stallion, a shaman of the Path of Fire
The Seeker’s Test is a re-enactment of Kargzant’s struggle with the raging giant.   If the Sun Stallion-t-be succeeds, then he discovers his Denbitos-self.

The Fetch
The Denbitos-self manifests as a silhouette of starlight around the Sun Stallion.  
The Sun Stallion performs all the functions of a fetch (cf. HeroQuest pg. 114)

Sun Stallions have access to the other spirit societies of the Tradition.

Star Captain Spirits (Star) – These spirits bolster community morale and show the way in the Darkness.

Spirits of Reprisal
The apostate will appear fringed with black to any form of spirit vision.  Reprisal belongs to the clan.
Parthian cavalryman.jpg
Fragment of Hirenmadoring
warrior sculpture, Rinliddi 
Tradition Spirits
                                                                Hirenmadoring Names
Imperial Sun                                          Kargzant
Leader                                                   Jenarong
Elder                                                      Zayteneras
Warrior                                                  Kuranits
Founder                                                 Hirenmador
Hawk                                                     Karesk
Starlight Wanderer                                Vettebbe
Polestar                                                 Dayzatar

Followers of Karesk must also follow either Kargzant or Jenarong.  Those of Vettebbe must follow Kargzant.  Followers of Dayzatar must wear sandals or boots with a prominent platform sole, painted white or blue.


Path of Earth Tradition  [Earth, Horse]

Mythos and History
Gamara is the Great Mother of the Horse Herd.  She was the patron Goddess of the people of Nivorah before the Great Betrayal by the Dara Happans, when her rightful place in the Oslir Valley was usurped by Veng, raptor and carrion-beast.  Her faithful children went forth, until eventually returning and destroying the worship of Veng forever, although his young still strut about as arrogant nuisances.  She has been faithful to the people, although tormented by her enemies.
Nature of the Cult
The primary female way of being amongst Hirenmadorings
Depiction
A majestic golden-brown mare, usually made from reflective materials.

Particular Likes and Dislikes
Favours the other spirits followed by Hirenmadorings, and dislikes both Dara Happans and Lunars.
Cult Organization and Holy Places
The cult is based around the female gatherings, with shamans acknowledging the status of their fellows, and each being the centre of a small band of followers and apprentices.  They meet in
non-competitive conclave to decide on clan policies. The Holy Places are those of all Pentans.
Holy Days
Clan, Tribe and Arrow dependent.
The Gamara Spirit Society (Horse, Earth)
These spirits are the great and powerful herd mothers of the past, empowered still further after death by Gamara herself.

Golden Spirits (Horse) – These spirits can enhance the beauty and power – including fertility – of a mare.  The taboo is Defend The Herd

Brown Spirits (Earth) – These spirits can be used to bring ripen fruit, find healing loams, and strengthen and defend the rider in combat.  The taboo is Defend The Defenceless

Nivorah Spirits (Horse) – These spirits hold the long resentment of the Hirenmadorings against Dara Happans and Rinliddins.  They may be used to outwit them, or to escape from Underworld or Ice powers.

Path of Earth Tradition
To join the Tradition, you must first have an Horse Rune.
For game purposes, any hero with a Horse Rune can join the Tradition at the same rating as their Horse Rune. Simply add Path of Earth Tradition (Earth, Horse) keyword after the Horse 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 Earth Tradition are chosen from amongst the spirits of the Clan’s Spirit Societies.

Horse Wives –Path of Earth Shamans
After decades of experience, a worshipper with a Tradition rating of 11W or higher can become an Horse-Wife, a shaman of the Path of Earth.
The Seeker’s Test is a re-enactment of Gamara’s escape from Nivorah .   If the Horse-Wife-to-be succeeds, then she discovers her Golden Mare.

The Fetch
The Golden Mare manifests as a Spirit Mare of breath-taking beauty.   She performs all the functions of a fetch (cf. HeroQuest pg. 114)

Horse Wives have access to the Ancestors of the Clan and of the Herd.

Spirits of Reprisal
File:Etruscan Horse 1.jpg
Charai statuette
The apostate will be thrown by any horse they try to mount

  
Tradition Spirits
                                                                Hirenmadoring Names
First Wife                                               Gamara
Spring Horse                                          Charai
Crone                                                     Oijampek



The Dawn & Dusk Tradition  [Runes of the  Spirit Society the character intends to join]

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.
Depiction
Varies with the Spirit Society & the clan.
Particular Likes and Dislikes
Favours Pentans, especially those of the clan.  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.  Holy Places vary with Spirit Society & clan.
Holy Days
Dependent upon the individual shaman.

Path of Dawn & Dusk Tradition
To join the Tradition, you must first have a Rune connected to one of the Spirit Societies.
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 Dawn & Dusk Tradition (chosen Rune) 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 Dusk & Dawn Tradition are chosen from those of the chosen Spirit Society.

Half-Lights –Dawn & Dusk Shamans
After decades of experience, a worshipper with a Tradition rating of 11W or higher can become an Half-Light , a shaman of the Path of Dawn & Dusk.
The Seeker’s Test is avoluntary exposure to a life-threatening disease.   If the Half-Light-to-be succeeds, then they discover their Other Half.

The Fetch
The Other Half manifests as a visual ‘negative’ of the Half-Light.   The Other Half performs all the functions of a fetch (cf. HeroQuest pg. 114)

Half-Lights have access to the Spirits of other spirit societies of the Path of Dawn & Dusk Tradition.

Spirits of Reprisal
Over the course of a season one side of the apostate’s body will turn ashen grey.  Only return to the fold will reverse this change.

ParthianCataphract.JPG
Argoom slaying Durbaddath
Tradition Spirits
                                                                Hirenmadoring Names
Foresight & Death Talker                  Tunal & Yunal
Throat Singer                                     Duyadoya
Body Marker                                      Oigirkuru
Outsider                                              Folarene
Wrath                                                 She-of-Wrath
Shadow Rider                                    Argoom
Hammerer                                          Badask

Argoom gains many temporary followers when at war with or raiding Hyalorings.

The Path of the Storm Tradition  [Storm]

Mythos and History
While the spirits gathered into this Path had long been followed by the People, most of their nature’s 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.
Nature of the Cult
A refuge for those who have not found the Path of Fire an adequate answer to the Lunar challenge..
Depiction
Four horsemen, armed with Lance, Sword, Axe and Darts.
Particular Likes and Dislikes
Favours the Path of Earth, 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 Winds 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 are locally deduced by experiencing a daytime darkening of the sun.
Holy Days
At the local Wind’s whim.

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.

Winds – Path of the Storm Shamans
After decades of experience, a worshipper with a Tradition rating of 11W or higher can become a 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
                                                                Hirenmadoring Names
Leader                                                  West King Wind
Warrior                                                 North War Wind
Whispering Wind                                South Rage Wind
Body Marker                                       East Sting Wind

Deities
Vengeance                                         Gorgorma
Horse Goddess                                   Redaylde                                          
Eater of the Dead                               Unnek 
Eater of Horses                                  Yara & Her Mother
Underworld                                        Three Guardians and the Vile Demons

Statuette déesse Louvre.jpg
Reydalde in human form
Unnek cultists are bound to individual shamans, and act as clan scapegoats.  They have the benefit of first cut of the feast after the chief, shamans and champion.

  


Hirenmadoring Names

As spread out as they are, there is a lot of variation between the clans.  However, there are discernible patterns in terms of syllable structures.  Male names along with places and peoples are equally divided between two, three or four syllables with an occasional five syllable word, differing from women in that women’s are equally divided between two and three.

The syllables themselves differ also.

Male Initial Syllables
Ar-, Tar-, Hir-, Kar-, Kur-, Ker-, Dar-, Gerr-, Hur-, Vir-, Jen-, Vett-, Ill-, Eus-, Haz-, Zay-, Day-, Karg-
The further east the clan, the higher the chance of vowel mutation and consonant elision, so the pattern becomes
Or-, Tor-, Kor-, Kur-, Kyr-, Dor-, Gyr-, Hur-, Vur-, Jen-, Vet-, Ul-, Oos-, Hoz-, Zoi-, Doi-, Kog-

Male Middle Syllables
-ar-, -an-, -ad-, -am-, -ak-, -abb-, -ard-, -arg-, -en-, -er-, -ebb-, -ib-, -mad-, -usk-, -og-, -dagg-, -un-,
-radd-, -kart-, -ten-, -zat-
The further east the clan, the higher the chance of vowel mutation and consonant elision, so the pattern becomes
-or-, -on-, -od-, -om-, -ok-, -ob-, -yn-, -er-,  -ib-, -mod-, -uk-, -og-, -dog-, -un-, -rod-, -kot-, -tyn-, -zot-

Male Terminal Syllables
-a, -e, -ar, -er, -em, -or, -as, -us, , -esk, -its, -ong, -zant, -goom, -gos
The further east the clan, the higher the chance of vowel mutation and consonant elision, so the pattern becomes
-o, -y, -or, -yr, -ym, -os, -us, -yk, -its, -og, -zot, -goom, -gos

Female and ‘Other’ Initial Syllables
Ga-, Unn-, Ya-, Char-, Rey-, Gor-
The further east the clan, the higher the chance of vowel mutation and consonant elision, so the pattern becomes
Go-, Un-, Yo-, Kor-, Ro-

Female and ‘Other’ Middle Syllables
-ma-, -jamp-, -dald-, -gor-
The further east the clan, the higher the chance of vowel mutation and consonant elision, so the pattern becomes
-mo-, -jomp- or  -job-, -dol- or -dod-, -go- or  -or-, the variation depending on the clan

Female and ‘Other’ Terminal Syllables
-a, -ra, -oi, -ai, -ma, -ek
The further east the clan, the higher the chance of vowel mutation and consonant elision, so the pattern becomes
-ah, -ro, -oh, -mo, -yk


No comments:

Post a Comment