Thursday, 21 May 2015

The Hyalorings



The Hyalorings

What the histories tell us:

Before the Dawn
File:Greek soldiers of Greco–Persian Wars2.png
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
 The Hyaloring people are of an origin distinct from other Gamatae.  Their early history and mythology is that of Dara Happa on Horse, and it is only when they join the Gamatae in migrating into the Oslir Valley that their culture starts to change.
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.

057 Conrad Cichorius, Die Reliefs der Traianssäule, Tafel LVII (Ausschnitt 02).jpg
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.
File:Rider BM B1.jpg
Bereneth and The Birds
Tradition Spirits
                                                                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. 
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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.

File:Kinch Tomb Fresco.tiff
An Hyaloring rides down a Rinliddin infantryman


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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