Thursday, 21 May 2015

The Korer



The Korer

What the histories tell us

 In the Darkness
The Targosites factionalise, some adopting cannibalism, some enslaving reindeer herders. 
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
File:Yakute.jpg
The Korer are an off-shoot from the Targosites, marked out by their altered rituals, replacing the cannibal feast with even greater brutality and
pain-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
File:Mongol cavalry.jpg


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-to-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.

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 Names
Imperial 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]

 Mythos and History
Zatenia was wife to Hestus, and the White Lady of the Sky People.  She has few myths, since her holiness kept her separate from the corruption of the Darkness, but her desire to purify what remained pulled her from the Sky Realm to rule over the people and horses maimed by chaos.  She is named in several prophecies as the White Moon Mare that will leap into the Sky again, bringing her harsh and clear glory to all the world again.

Nature of the Cult
The primary female way of being amongst the Korer
Depiction
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.

File:Katursnow.jpg
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.

 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 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 Names
First 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.

 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 From Dawn & Dusk Tradition are chosen from those of the chosen Spirit  Society.

 Scar Dancers  - Path of Dawn and Dusk Shamans
After decades of experience, a worshipper with a Path of Dusk and Dawn Tradition rating of 11W or higher can become a Scar Dancer of the Path of Dawn & Dusk.
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 Names
Throat 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.


File:Piedmont Glaciers (4843486319).jpg
Devotees of Walindum walking
the final approach to their shrine
Korer Deities
Icebreaker                                          Kalikos
Freezing                                              Walindum
Son of the Devil                                 Tien

 Tien is accepted as a part of the world, and is favoured by many warriors for the powers he allows them to seize.

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, -eng

Female Initial Syllables
Za-, Lor-, Arg-, Oi-, Tar-

Female Middle Syllables
-teng-, -ing-, -eng-, -jamp-, -meng-

Female Terminal Syllables
-ia, -est, -u, -ek,

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