The Hyalorings
What the histories tell us:
Before the Dawn
The Nivoran exodus vanguard |
The great emperor Urvairinus marched south to join us in
the fight against the Ram People. We
were victorious and helped him in bringing peace to the east and then to the
cannibal-ridden north.
In response to the tyranny and self-interest of
Manarlavus and his favoured Dara Happans we took to the saddle, while the
empire withdrew into itself.
The Kashis move from the steppe into the north eastern
fringe of the Oslir Valley.
Vuranostum the Handsome Equestrian defeated Argoom,
champion of Hirenmador, and then the Veshtargos. He organised the farmers as a workforce and
as infantry, and established worship of Oropum in Yuthuppa. He instituted Bier burial, to fend off
buzzards. His sons failed to hold back
the foot barbarians from the south, and his grandsons were slaughtered by
beasts and Huradabba, son of Vettebbe.
Huradabba the Vettebin shattered the Hyaloring holy places, and his
failure to follow Kargzant personally heralded a decrease in Kargzanti power in
Dara Happa.
Keternung the Explorer returns to the ancestral lands, rediscovering
the Kashis and the Ungariong.
The Sankenite revolt cast the Riders out of the Valley,
and brought a far greater human population onto the steppe.
The First Age
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 are in contact with 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
They have a long history of rivalry and resentment for
the city dwellers of Dara Happa, but a better relationship with the Lodrilli.
Whether Kashis, Starlight Ancestor, Ungariong or other
minor grouping, they know their story well, and know their difference from
those around them. They are not simply
Riders. They are Nivorans.
Their Culture
Visitors to the Hyalorings are often bemused at what they
find – a people whose myths and culture are remarkably similar to some of those
of southern Dara Happa.
Hyaloring homes take the form of square, wattle and daub
walled and grass-roofed, family houses built around a central hearth under a chimney made of
hide. When on the move, they use pieces
of hide to construct similar tents with sapling-supports. Both house and tent are undecorated.
Hyalorings use imported cloth and silk, felts – both
coarse and dyed - and a wide variety of hides and furs. Both genders wear tunics, trousers and
jackets. Ankle-length cloaks for winter
and waist-length for summer are heavily dyed and embroidered. Coins are buffed up and sewn on, as well.
Hats are made of a waxed cloth core and fur trim, undyed
for men, cloth one colour and furs another for women. Shoes are hide sole and cloth or silk upper
in summer, boots are ankle-length and of hide and fur for other times.
Hyaloring war-gear |
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 other Gamatae, the
Shadow-Riders and the Scavenger and her brood largely defined the Darkness, and
his restrained victories define our present.
Nature of the Cult
The primary male Hyaloring way of being.
Depiction
None needed. He is
the sun.
Particular Likes
and Dislikes
Favours the other spirits followed by Hyalorings, 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 Permit A Follower Of Unnek To Survive
Foechaser Spirits (Sun) – These spirits can be used to
chase off buzzards and the spirits associated with them, and all the other
descendents of the Gamatae. They can be
released to fight Shadow spirits.
The taboo is Never Submit To A Shadow-Rider
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 outride another.
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.
Golden Bow Spirits (Fire) – these spirits can turn an
arrow into the instrument of a mighty conflagration, or make it dazzling as the
sun as it flies.
Spirits of
Reprisal
The apostate will appear fringed with black to any form
of spirit vision. Reprisal belongs to
the clan.
Hyaloring
Names
Imperial Sun Kargzant
Elder Keternung
Warrior Bereneth
Founder Hyalor
Polestar Dayzatar
Followers of Dayzatar may never touch the earth, unless
forced there in battle. They wear
extended trousers sewn together as ‘slippers’, rather than boots or shoes.
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. She is the heart of innocence in a corrupt
world. She has been faithful to the
people, although tormented by her enemies.
Nature of the Cult
The primary female way of being amongst Hyalorings
Depiction
A majestic golden-brown mare, usually made from
reflective materials.
Particular Likes
and Dislikes
Favours the other spirits followed by Hyalorings, 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 Hyalorings against Dara Happans. They may be used to outwit them, or to emit
terrifying, demoralising howls.
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
The apostate will be thrown by any horse they try to
mount
Tradition Spirits
Hyaloring
Names
First Wife Gamara
Spring Horse Charai
Crone Oijampek
Great Mare Hippoi
The Path of Hell Tradition [Hell]
Nature of the Cult
A collection of various spirit cults which are regarded
with fear and trepidation by most Hyalorings
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 Hell
Tradition
To join the Tradition, you must first have an Hell Rune.
For game purposes,
any hero with an Hell Rune can join the Tradition at the same rating as
that Rune. Simply add Path of Hell
Tradition (Hell ) 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 Hell Tradition are chosen from those of the chosen Spirit Society.
Hellions –Path of Hell Shamans
After decades of experience, a worshipper with a
Tradition rating of 11W or higher can become an Hellion , a shaman of the Path
ofHell.
The Seeker’s Test is a voluntary journey to Hell, led,
but not assisted by, their sponsor. If
the Hellion-to-be succeeds, then they discover their Imp.
The Fetch
The Imp manifests as a darkness lurking behind the
Hellion. The Imp performs all the
functions of a fetch (cf. HeroQuest pg. 114)
Hellions have access to the Spirits of other spirit
societies of the Path of Hell Tradition.
Spirits of
Reprisal
Spirit Society members will hunt the apostate down and
slay them, very slowly.
Argoom's Stable |
Tradition Spirits
Hyaloring
Names
Wrath She-of-Wrath
Shadow Rider Argoom
Hammerer Badask
Argoom is seldom followed, and those who do must sleep
apart from the clan, in dwellings for them alone. They must not touch another clan member
without asking permission of the chief.
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
Hyaloring
Names
Leader West
King Wind
Warrior North
War Wind
Whispering Wind South
Rage Wind
Body Marker East
Sting Wind
Hyaloring Deities
Vengeance Gorgorma
Horse Goddess Redaylde
Eater of the Dead Unnek
Eater of Horses Yara
& Her Mother
Underworld Three
Guardians and the Vile Demons
The Guiding Star Oropum
Cultists of Unnek are required to shave all head hair,
and to wear only black and white. They
are the funerary officiants.
Hyaloring 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 differ from those of women, places
and peoples, in that 10% are of two and 10% of four syllables but the vast
majority are of three, whereas the others are equally divided between two and
three. The syllables themselves differ
also.
Male Initial Syllables
Re-,Vu- , Hy-,Or-, Ber-, Ket-, Day-, Hend-, Karg-,
Male Middle Syllables
-la-, -ra-, -al-, -er-, -en-, -op-, -div-, -zat-, -rest- ,
-nost-
Male Terminal Syllables
-us, -um, -ar, -or, -eth, -zant, -nung
The further east the clan, the more likely they are to
have hardened the consonants, so
-uz, -um, -ak, -ok, -ed, -zak, -kug becomes the pattern.
Female and ‘Other’ Initial Syllables
Ga-, Unn-, Hipp-, Char-, Rey-, Gor-
Female and ‘Other’ Middle Syllables
-ma-, -jamp-, -dald-, -gor-
The further east the clan, the more likely they are to
have hardened the consonants, so
-ba-, -gab-, -dad-, kok- becomes the pattern.
Female and ‘Other’ Terminal Syllables
-a, -ra, -oi, -ai, -ma, -ek
The further east the clan, the more likely they are to
have hardened the consonants, so
-a, -ka, -oi, -ai, -ba, -ek becomes the pattern.
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