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.
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.
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.
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
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.
Argoom slaying Durbaddath |
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
Reydalde in human form |
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
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