Friday, 22 May 2015

The Red Hair Tribe

Kizil mural depicting disciples of Buddha.jpg
The first of the Red Hair Tribute enthroned as Ancestor Spirits



UrumqiWarrior.jpg
Depiction of
Kastok
 The Red-Hair Tribe

What the histories tell us
1503       Pentans returned to Oraya
1506       Nights of Horror.  The Redlands are abandoned to the Lunars.  
               The Red Hair Tribute is instituted.
1560s     First of the Etyries Caravans across the steppe, guarded by Kastok’s lance

What we can know from the histories and other sources
Lunarised in religion, otherwise culturally Pentan, regarded as loyal by the Empire, mocked by the Pentans, feared by the Orayan farmers.

Their Culture
A mish-mash of elements from each of the true Pentan groupings, with a Lunar overlay.  There is nothing distinctive to them apart from their hair and a preference for red lunar wool for their clothing.

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.  He has discovered his true rôle as faithful servant and steed to the Red Khan.
Nature of the Cult
The primary male Red Hair Tribe way of being.

Depiction
None needed.  He is the sun.
Particular Likes and Dislikes
Favours the other spirits followed by the Red Hair Tribe and the Lunar Empire.  Distrusts all others.
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 Place is the Slave Block at the Red Hair Place, where the Tribe was founded.
Holy Days
Clan 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.

Red Steed Spirits (Horse) – These spirits can undertake prodigious feats when facing enemies of the Lunar Empire.  They are the sign of the true servant of the Red Khan.
The taboo is Never Question A Lunar Order

Hawk Spirits (Sun) – These spirits are the spies of the Khan, flying high and far to scout the lands.
The taboo is Untrusting

Solar 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.

Blazing Suns –Path of Fire Shamans
After decades of experience, a worshipper with Tradition rating of 11W or higher can become a Blazing Sun, a shaman of Kargzant. 
The Seeker’s Test is a re-enactment of the bonding ritual between the first Great Shaman of Kargzant and the Red Khan.   If the Blazing Sun-to-be succeeds, then he discovers his true Spirit Sun Stallion.

The Fetch
The Spirit Sun Stallion manifests as a fiery mount for the Blazing Sun.  
The Spirit Sun Stallion performs all the functions of a fetch (cf. HeroQuest pg. 114)

Blazing Suns have access to the other spirit societies of the Tradition.

Power Spirits (Fire) – These spirits may be released to attack Darkness spirits or magics.

 Spirits of Reprisal
The apostate will appear fringed with black to any form of spirit vision.  Reprisal belongs to the clan.

El Jem Museum (3).JPG
Mosaic of Foilen amidst fallen prey
Tradition Spirits
                                                                Red Hair Tribe Names
Imperial Sun                                          Kargzant
Elder                                                      Bornad
Hunter                                                    Morgzil
Founder                                                 Red Khan
Fire Stallion                                          Tirgzant
Dog                                                        Dua
Owl                                                        Foilen
Speaker to Walkers                               Chandrant


Path of Earth Tradition  [Earth, Horse]

Mythos and History
Ma-Tamara is the Red Moon Mare who was revealed when the Char-Un arrived in the West.  She is more powerful here than is the Earth Mare, and has taken on leadership of the Herd.  Her story is long and confusing, with many hidden and powerful rites shared with Lunar cults.  She is the heart and spirit of the Lunar Empire, which we serve in penance for our ancestor’s sins.

Nature of the Cult
The primary female way of being amongst the Red Hair Tribe
Depiction
A majestic red mare, preferably made from Moon rock, but usually from burnished copper.
Particular Likes and Dislikes
Favours the other spirits followed by the Red Hair Tribe and the Lunars, 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 anywhere housing Red Moon Rock.
Holy Days
Clan dependent.


The ma-Tamara Spirit Society (Horse, Moon)
These spirits are the great and powerful herd mothers since we came to the West.

Mare Spirits (Horse) – These spirits can enhance the beauty and power – including fertility – of a mare.  They can find good pasture and heal a wounded horse.
The taboo is Defend The Herd

Moon Spirits (Moon) – These spirits can be used embody a herd mother into the lead mare to bring otherworldly wisdom, or fresh hope in the darkness. 
The taboo is Never Light A Torch

Lunacy Spirits (Moon) – These spirits can inflict and cure madness.
The taboo is Never Hide From Moonlight

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 Mothers –Path of Earth Shamans
After decades of experience, a worshipper with a Tradition rating of 11W or higher can become an Horse Mother, a shaman of the Path of Earth.
The Seeker’s Test is to accept the visitation of a Lunacy Spirit.   If the Horse-Wife-to-be succeeds, then she discovers her Iriloy-Self.

The Fetch
The Iriloy-Self manifests as a horse-shaped shadow.   She performs all the functions of a fetch (cf. HeroQuest pg. 114)

Horse Mothers have access to all the spirits of the Path of Earth and the following spirits.

Dead Horse Spirits (Death) – These spirits can guide a horse’s spirit painlessly into the Plains Beyond Death, and can smell the presence of a Horse-Killer.
Taboo is Never Let A Horse Suffer

Living Horse Spirits (Horse) – These spirits can sniff-out fodder, fight horse-disease spirits, heal a horse’s wound, or be released to act as a spirit-guardian to a new born foal for a week.
The taboo is My Mare Is My Sister

Spirit Horse Spirits (Spirit) – These enable control of horse spirits and the riding of Spirit Horses.
They can leap to the surface of the Moon, and can ride on Moon-beams.
The taboo is Don’t Look Down
Dance of Chandraprabha, Kizil Caves.jpg
Durla's war-dance

  
Spirits of Reprisal
The apostate will be thrown by any horse they try to mount

Tradition Spirits
                                                                Red Hair Tribe Names
First Wife                                               ma-Tamara
Earth Mother                                          Lorest
Spring Horse                                          Arginu
Teacher                                                  Tarmenu
Crone                                                     Oijampek
Warrior Woman                                     Durla







The Dawn & Dusk Tradition  [Runes of the  Spirit Society the character wishes 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 the other spirits followed by the Red Hair Tribe and the Lunars, and despises all others
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 Dawn & Dusk Tradition are chosen from those of the chosen Spirit  Society.

Tatoo 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 tatooing, linking all their previous tatoos together.  If they survive they will awaken their Fetch, the Dancing Tatoo.

 The Fetch
The Dancing Tatoo performs all the functions of a fetch (cf. HeroQuest pg. 114)
Tatoo 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 tatoos will glow gently at night – only a little, but enough to attract attention.

Déesse et musicien céleste, Kizil.jpg
Tunal and Yunal
Tradition Spirits
                                                                Red Hair Tribe Names
Throat Singer                                         Duyadoya
Body Marker                                          Oigirkuru
Foresight & Death Talker                      Tunal & Yunal
Hammerer                                               Badask



Red Hair Tribe Deities
Icebreaker                                              Kalikos
Punisher of Pent                                    Yara Aranis
Underworld                                            Gorgorma                                          
Warrior                                                  Chaghatishi





Red Hair Tribe Names

A good half of all names given within the Red Hair Tribe are either ‘borrowed’ Pelorian names, or modified Imperial names and titles.  Within the other half three quarters are of two syllables, the others being evenly divided between  three, four and five.

The syllables themselves differ between the things being named.

Male and ‘Other’  Initial Syllables
Oi-, Tun-, Yun-, Foi-, Bad-, Karg-, Kal-, Born-, Morg-, Tirg-, Du-, Chand-, Chag-, Tak-

Male and ‘Other’  Middle Syllables
-ik-, -kur-, -gir-, -hat-, -ish-, -en-, -eg-

Male and ‘Other’  Terminal Syllables
-a, -i, -u, -al, -ask, -os, -zant, -ad, -zil, -len, -rant

Female Initial Syllables
Ta-, Lor-, Arg-, Oi-, Ya-, Gor-, Tar-, Dur-, Ar-, Hon-, Sed-

Female Middle Syllables
-an-, -en-,-in-,  -jamp-, -gor-, -ma-, -men-

Female Terminal Syllables
-la, -est, -u, -ek, -ra, -ma, -ya, -is, -eel




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