The Korer
What the histories tell us
Eusibus, a Targosite, was the last true Rider emperor of the Oslir Valley before the Full Dawning.
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 the north west of the steppes,
neighbouring the White Sea.
The Second Age
~500 The nation
of Velthil arises, a land with joint Pentan and Rinliddin heritage.~700 The north-western clans are in conflict with Althil.
~750 The Korer gain independence. Velthil tries to exert pressure on the new tribes.
~830 The Korer begin westward expansion into Karasal. Velthil expands up the White Sea coast.
~900 We were in contact with Althil, Velthil and the Rinliddi.
~1070 Dara Happa conquers the Korer.
The Third Age
1355 Sheng
achieves leadership at a Great Contest.1356-1460 Selerite 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. The Korer achieve effective independence.
1506 Nights of Horror. The Redlands are abandoned to the Lunars
What we can know
from these histories and our other sources
The Korer are an off-shoot from the Targosites, marked
out by their altered rituals, replacing the cannibal feast with even greater
brutality andpain-centred initiations. Although relatively few in number they have a
well-defined history and identity.
Many scholars believe that they are kin to Char-Un, and that the name should be rendered as Char-Ur.
Their Culture
Visitors to the Korer are often horrified at what they
find – a people whose myths and culture are vicious and unforgiving. Their songs have elements of Uz and Hollri styling. They have a strong respect for tales of
Eusibus, and similarly execrate the name of Khordavu.Korer homes take the form of tent pieces built around support poles to house as many family members as are present, from 1 to 30. They are decorated with paintings of battle.
Clothing is unisex, imported cloth tunic and trousers with hide or sealskin coats, fastened with bone toggles. Hats are fur, with side and rear-flaps that tie up during the summer. Boots are ankle-high, of wooden or bone sole and fur upper.
Their practise of ritual scarification gives a highly distinctive appearance.
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 enslavement of weaker peoples and his
ruthless raiding largely defined the Darkness, and his unrestrained victories
define our present.
Nature of the Cult
The primary male Targosite way of being.Depiction
None needed. He is the sun.
Particular Likes and Dislikes
Favours the other spirits followed by Targosites, dislikes both Dara Happans and Lunars, and despises those who worship any reindeer spirit.
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
Slavechaser Spirits (Sun) – These spirits can be used to
chase down runaway slaves, or to terrorise a cornered foe into surrendering
without resistance.
The taboo is Never Submit To A Foreigner
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 to leap a wall.
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 FireThe Seeker’s Test is a re-enactment of Kargzant’s struggle with the raging giant. If the Sun Stallion-to-be succeeds, then he discovers his Denbitos-self.
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.
Dog Star Spirits (Star) – these stellar spirits can track
invisible paths and through the spirit world, and can savage other spirits.
Star Captain Spirits (Star) – these can guide the way and
keep up spirits in the darkness.
Spirits of
Reprisal
The apostate will appear fringed with black to any form
of spirit vision. Reprisal belongs to
the clan.
Tradition Spirits
Korer
NamesImperial Sun Kargzant
Leader Hestus
Elder Targos
Warrior Kuranits
Hunter Keternung
Dog Dogstar
Hawk Karesk
Owl Foilen
Speaker to Walkers Chandrant
Many follow the three animal spirits in combination,
enjoying the bestial ferocity they encourage.
Path of Earth Tradition [Earth,
Horse]
Nature of the Cult
The primary female way of being amongst the KorerDepiction
A majestic silver mare, usually made from tin or silver.
Particular Likes and Dislikes
Favours the other spirits followed by Korer, and despises all others.
Cult Organization and Holy Places
The cult is rigidly hierarchical, with senior shamans having absolute power over those beneath them. They meet in annual conclave to decide on clan policies.
The Holy Places are those acknowledged by all Korer.
Holy Days
Clan, Tribe and Arrow dependent.
Korer mount in corral near the White Sea Coast |
The Zatenia Spirit
Society (Horse, Moon)
These spirits are the great and powerful herd mothers of
the past, empowered still further after death by Zatenia herself.Silver Spirits (Horse) – These spirits can enhance the beauty and power – including fertility – of a mare. The taboo is Defend The Herd
White Spirits (Horse) – These spirits can be used embody a herd mother into the lead mare or to glow in the night, leading the herd and clan through the darkness.
The taboo is Never Light A Torch
Moon Spirit Horses (Moon) – These enable control of horse
spirits and the riding of Spirit Horses.
They can leap into the sky, and ride there at night, and
can be released to fight other celestial spirits at night.The taboo is Never Kill An Healthy Horse
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.
The Seeker’s Test is a nocturnal Vision Quest, wrapped inside the skin of a freshly flayed mare. 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 following spirits.
Earth Spirits (Earth) – These spirits vary wildly, from
making healing poultices, imbuing your endurance with the strength of the
earth, to warming the ground or finding verdant pasture.
The taboo is Despise Men
Spirits of
Reprisal
The apostate will be thrown by any horse they try to
mount
Tradition Spirits
Korer
NamesFirst Wife Zatenia
Earth Mother Lorest
Spring Horse Arginu
Teacher Tarmenu
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.
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 From Dawn & Dusk Tradition are chosen from those of the chosen Spirit Society.
The candidate must undergo a drastic scarification, linking all their previous scars together. If they survive they will awaken their Fetch, the Dancing Scar.
The Fetch
The Dancing Scar performs all the functions of a fetch (cf. HeroQuest pg. 114)
Scar Dancers have access to the following Special Spirits –
Dead Steppe Spirits (Death) – These act to propitiate and
pacify your ancestors
The taboo is Obey Clan Chieftain
Survival Spirits (Light) – These light campfires, ward
the edges of the camp, and act as beacons to other clan members. The taboo is Never Put Out A Flame
Spirits of
Reprisal
The apostate’s scars will leak blood every night – only a
little, but enough to attract predators and parasitic feeders.
Tradition Spirits
Korer
NamesThroat Singer Duyadoya
Body Marker Scarmaker
Foresight & Death Talker Tunal & Yunal
Hammerer Badask
Scarmaker shamans are those who give names to the
newborn, new names upon adulthood, and are the gate-keepers to each level of
initiation into spirit society and deity, warrior society and secret band
within clan and tribe.
Icebreaker Kalikos
Freezing Walindum
Son of the Devil Tien
Korer Names
Korer form a compact grouping with a very distinct
language structure. One quarter of their
names are of two syllables, a quarter of four and half of three.The syllables themselves differ between the things being named.
Male and ‘Other’ Initial Syllables
Oi-, Eus-, Tun-, Yun-, Bad-, Ket-, Kar-, Kur-, Ki-, Kal-,
Tar-, Hest-, Vesh-, Foi-, Chang-, Wal-, Ti-,
Male and ‘Other’ Middle Syllables
-ang-, -er-, -ib-, -kur-, -gir-, -vengt-, -ik-, -ing-
Male and ‘Other’ Terminal Syllables
-u, -al, -ask, -esk, -us,-um, -er, -es,
-os, -gos, -its, -ngung, -zang, -leng, -rang, -engZa-, Lor-, Arg-, Oi-, Tar-
Female Middle Syllables
-teng-, -ing-, -eng-, -jamp-, -meng-
Female Terminal Syllables
-ia, -est, -u, -ek,
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