The Targosites
What the histories
tell us
In the Darkness
The Veshtargosings move from the steppe into the Oslir
Valley. The Lenshis go still further,
defeating the Kitargos tribe. The
Targosites factionalise, some adopting cannibalism, some enslaving reindeer
herders. The Hurfor Tribe free many
reindeer from the Targosites.
The Hyalorings become more mobile, and even place a nomad
emperor upon the throne. He conquered
the Veshtargos tribe.
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
~230 The Shadzoring remnant around Alkoth are shattered and join the refugees in Pent.
The Riders adopted their new lifestyle readily, although many of the refugees died in the early years.
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 peasant horsemen onto the steppe.
~700 The
north-western clans are in conflict with Althil.
~750 The Korer
gain their independence. Velthil begins
significant expansion.
~830 The Korer
begin westward expansion into Karasal.
Velthil expands up the White Sea coast.
~900 The north-western clans are in contact
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, and the Char-Un in the south.
1228 Duke Nandelus hires the Char-Un and their
allies to fight the growing Lunar power.
The Lunars win and force the Char-Un to service.
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
1506 Nights of
Horror. The Redlands are abandoned to
the Lunars
What we can know
from these histories and our other sources
The Targosites are possibly the most powerful and
significant of the peoples who make up the Pentans, strong in number, myth and
history. Whether Efertagos, Kitargos, or
Veshtargos, their imprint lies heavily upon Dara Happa. Targos himself is still worshipped in Alkoth
under the name of Turrogus, Horselord of Shargash, and the Shadzoring remnant remember their homes in tale and myth. Much of the style and rage of Alkoth is
mirrored in Targosites.
They are feared in many places, and hated in almost as
many more, as slavers with an ogrish tendency.
Their Culture
Visitors to the Targosites are often surprised at what
they find – a people whose myths and culture are remarkably similar to some of
those of Dara Happa, and whose clothing is a mimicking of ancient styles from
Alkoth. Their songs have elements of
Naverian and Dikorian styling, entirely unlike the
Hyalorings and Hirenmadorings.
They have a strong affection for tales of Eusibus, and
similarly execrate the name of Khordavu.
Targosite homes take the form of tent pieces built around
support poles to house as many family members as are present, from 1 to
100. They are decorated with paintings
of horses and hunting.
Their clothes are made of cloth and felt in the west and
north, silk and felt to east and south, but their styles differ quite
dramatically from other Pentans. The
Targosite male appears to be in armour of Pre-Dawn era Alkoth, this seeming
being by means of dyeing and embroidery, not dissimilar to the many popular
depictions of Shargash and his associated deities. Their hats are cuirboilli imitations of
Alkothing high-tiered helmets. Similarly the Targosite female wears the
traditional short tunic of Biselenslib, albeit over trouser and jacket, and a
leather cap with horse-hair braids to resemble the ancient Henjarli style.
Both genders wear reed sandals by summer, heavy hide
shoes for the rest of the year.
Their warriors frequently place charms into felt 'spires' atop their horses' heads.
Their warriors frequently place charms into felt 'spires' atop their horses' heads.
While it is true that there is still some cannibalism
within their customs, it is rendered free from chaos-taint by religious ritual
and historical context.
Diet
The Targosites pride themselves on being 'rough and ready', and have a relatively simple cuisine.
West & Central - Meats are either roughly jointed and roast, or cut up fine in soups with such herbs
and vegetables as may be available - although frequently they are meat alone. The
meats are sun-dried for winter.
Milk is used for a wide variety of drinks, especially kumis, for cheese and yoghurt.
Prosperous - Horsemeat and game.
Feasts feature chopped meat and herbs (especially sweet vernal)/vegetables in a boned
dog carcass, cooked by placing heated stones in the carcass that is then sewn tight to
cook.
Common - Goat, beef and game
Poor - Dog and game
North - Meats are either roughly jointed and roast, or cut up fine in soups flavoured with caribou
moss or arctic willow. Milk is used for a wide variety of drinks, especially
kumis, for yoghurt and a cottage cheese served with bearberries.
Dogs are not eaten, being too valuable in the hunt.
Prosperous - Horsemeat and game.
Feasts feature chopped meat and herbs/vegetables in a boned
dog carcass, cooked by placing heated stones in the carcass that is then sewn tight to
cook.
Common - Goat, beef and game
Poor - Game
East- Meats are either roughly jointed and roast, or cut up fine in soups with such herbs
and vegetables as may be available - although frequently they are meat alone.
The meats are pine-smoked for winter.
Milk is used for a wide variety of drinks, especially kumis, for cheese and yoghurt.
Zazhara is very popular, a yoghurt drink flavoured with pulped rhubarb and sprinkled with
blue poppy seed.
Prosperous - Horsemeat and game.
Feasts feature chopped meat and herbs vegetables in a boned dog carcass, cooked
by placing heated stones in the carcass that is then sewn tight to cook.
Common - Goat, beef and game
Poor - Dog and game
Hot Lake - Meats are shredded and served in boiled dumplings. Vegetables are either chopped
and served raw, or pureed as a sauce for the dumplings.
The meats are pearwood-smoked for winter, and for trading.
Milk is used for a wide variety of drinks, especially kumis, for yoghurt and
applewood-smoked cheese.
Yazhara is the non-alcoholic drink of choice, a yoghurt drink flavoured with pulped peach
or pear.
Prosperous - Horsemeat, urchins, lobster and game.
Feasts feature a sea serpent stuffed with fruits and baked in clay.
Common - Goat, beef, urchins, fish and game
Poor - Fish and game
Diet
The Targosites pride themselves on being 'rough and ready', and have a relatively simple cuisine.
West & Central - Meats are either roughly jointed and roast, or cut up fine in soups with such herbs
and vegetables as may be available - although frequently they are meat alone. The
meats are sun-dried for winter.
Milk is used for a wide variety of drinks, especially kumis, for cheese and yoghurt.
Prosperous - Horsemeat and game.
Feasts feature chopped meat and herbs (especially sweet vernal)/vegetables in a boned
dog carcass, cooked by placing heated stones in the carcass that is then sewn tight to
cook.
Common - Goat, beef and game
Poor - Dog and game
North - Meats are either roughly jointed and roast, or cut up fine in soups flavoured with caribou
moss or arctic willow. Milk is used for a wide variety of drinks, especially
kumis, for yoghurt and a cottage cheese served with bearberries.
Dogs are not eaten, being too valuable in the hunt.
Prosperous - Horsemeat and game.
Feasts feature chopped meat and herbs/vegetables in a boned
dog carcass, cooked by placing heated stones in the carcass that is then sewn tight to
cook.
Common - Goat, beef and game
Poor - Game
East- Meats are either roughly jointed and roast, or cut up fine in soups with such herbs
and vegetables as may be available - although frequently they are meat alone.
The meats are pine-smoked for winter.
Milk is used for a wide variety of drinks, especially kumis, for cheese and yoghurt.
Zazhara is very popular, a yoghurt drink flavoured with pulped rhubarb and sprinkled with
blue poppy seed.
Prosperous - Horsemeat and game.
Feasts feature chopped meat and herbs vegetables in a boned dog carcass, cooked
by placing heated stones in the carcass that is then sewn tight to cook.
Common - Goat, beef and game
Poor - Dog and game
Hot Lake - Meats are shredded and served in boiled dumplings. Vegetables are either chopped
and served raw, or pureed as a sauce for the dumplings.
The meats are pearwood-smoked for winter, and for trading.
Milk is used for a wide variety of drinks, especially kumis, for yoghurt and
applewood-smoked cheese.
Yazhara is the non-alcoholic drink of choice, a yoghurt drink flavoured with pulped peach
or pear.
Prosperous - Horsemeat, urchins, lobster and game.
Feasts feature a sea serpent stuffed with fruits and baked in clay.
Common - Goat, beef, urchins, fish and game
Poor - Fish and game
Targosite horse depicted on an Orayan stele |
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 (Fire, 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 (Fire) – 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 (Fire) – 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 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.
Path Spirits
Targosite
Names
Imperial Sun Kargzant
Leader Hestus
Elder Targos
Warrior Kuranits
Hunter Keternung
Dog Dogstar
Hawk Karesk
While Dog and Hawk can each be followed on their own,
they are frequently combined, or followed alongside another from the Path,
dependent upon local custom.
The Shadzoring exodus fighting its way free to join their kin on the steppe |
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
compassion was what pulled her from the Sky Realm to care for 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 simple and pure glory to all the world again.
Nature of the Cult
The primary female way of being amongst Targosites
Depiction
A majestic silver mare, usually made from tin or silver.
Particular Likes
and Dislikes
Favours the other spirits followed by Targosites, and
pities 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 Pentans.
Holy Days
Clan, Tribe and Arrow dependent.
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
Compassion Spirits (Moon) – These spirits see the inner
pains of horse or human, and can bring healing to those filled with fear or
inner anguish.
The taboo is Always Compassionate
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.
Spirit Horses (Horse) – These enable control of horse
spirits and the riding of Spirit Horses.
The
taboo is Never Kill An Healthy Horse
Spirits of
Reprisal
The apostate will be thrown by any horse they try to
mount
Tradition Spirits
Targosite
Names
First Wife Zatenia
Great Mare Lorest
Spring Horse Arginu
Teacher Tarmenu
Crone Oijampek
The Dawn & Dusk Tradition [The 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 Dusk & Dawn Tradition are chosen from those of the chosen Spirit Society.
Unseen – Path of Dusk and Dawn Shamans
After decades of experience, a worshipper with a Path of
Dawn & Dusk Tradition rating of 11W or higher can become an Unseen , a
shaman of the Path of Dawn & Dusk.
The Seeker’s Test – The
candidate must arrive unnoticed on the day of a ceremony and make their
way through the clan camp unchallenged.
If they participate in the ceremony without detection by any but the
shamans present, they awaken their Wanderer.
The Fetch
The Wanderer is a copy of the shaman, with a blank for a
face. The Wanderer performs all the functions of a fetch (cf.
HeroQuest pg. 114)
The Unseen have access to all of the spirits within the
Tradition and
Wanderlore Spirits (Movement) – These enable the shaman
to move tirelessly, spot any danger on their way, cope with foreigners, and to
recall facts long forgotten concerning what they are encountering. The taboo is Never Admit To Ignorance
Spirits of
Reprisal
Over the course of a season one side of the apostate’s
body will turn ashen grey. Only return
to the fold will reverse this change.
Tradition Spirits
Targosite
Names
Throat Singer Duyadoya
Body Marker Oigirkuru
Foresight & Death Talker Tunal & Yunal
Outsider Folarene
Hammerer Badask
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 natures 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 lead 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.
Followers of the South Rage Wind strike down chaos-warped forces out of Than Ulbar |
Tradition Spirits
Targosite
Names
Leader West
King Wind
Warrior North
War Wind
Whispering Wind South
Rage Wind
Body Marker East
Sting Wind
The Path of Hell Tradition [Underworld]
Nature of the Cult
A collection of various spirit cults which are regarded
with fear and trepidation by most Targosites
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 Underworld
Rune.
For game purposes,
any hero with an Underworld Rune can join the Tradition at the same rating as
that Rune. Simply add Path of Hell
Tradition (Underworld) 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.
Targosite
Names
Shadow Rider Argoom
Wrath She
of Wrath
Night Huntress Yara
Argoom is frequently joined by warriors if they are going
to be facing Hyalorings, and Yara by those rare creatures – clan
huntresses. Hunting by night they do not
offend Kargzant’s sight.
Targosite Deities
Eater of the Dead Mother
of Soul Eater
Underworld 3
Guardians and the Vile Demons
Vengeance Gorgorma
Destruction Shargash
Targosite 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.
One quarter are of two and a
quarter of four syllables and half of
three.
The syllables themselves differ between the things being
named.
There has been a consonant shift from n to r as the clans
have moved eastwards, and one from n to ng as they have moved northwards.
Male and ‘Other’ Initial Syllables
Oi-, Eus-, Tun-, Yun-, Fol-, Bad-, Ket-, Kar-, Kur-, Ki-,
Tar-, Hest-, Vesh-
Male and ‘Other’ Middle
Syllables
-an-, -ar-, -en-, -er-, -ib-, -kur-, -gir-, -tar-, -vent-
East: -ar-, -er-, -ib-, -kur-, -gir-, vert
North: -ang-, -ar-, -eng-, -er-, -ib-, -kur-, -gir-,
-vengt-
Male and ‘Other’ Terminal
Syllables
-e, -u, -al, -ask, -esk, -us, -er, -es, -gos, -its,
-nung, -zant
East: -e, -u, -al, -ask, -esk, -us, -er, -es, -gos, -its,
-rung, -zart
North: -e, -u, -al, -ask, -esk, -us, -er, -es, -gos, -its, -ngung, -zang
Female Initial Syllables
Za-, Lor-, Arg-, Oi-, Fol-, Ya-, Gor-
Female Middle Syllables
-ten-, -in-, -en-, -jamp-, -ar-, -gor-
East: -ter-, -ir-, -er-, -jamp-, -ar-, -gor-
North: -teng-, -ing-, -eng-, -jamp-, -ar-, -gor-
Female Terminal Syllables
-ia, -est, -u, -ek, -e, -ra, -ma
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