The Teshnans
What the histories
tell us
1363 Sheng
raids much of Teshnos, taking northern tribesfolk as troops.
-1460 Seleran
Empire. Northern tribes and mountain and
jungle hsunchen are taken onto the steppes to guard lines of communication and
to act as infantry and elephant crew in the invasion of the West.
1461-4 Pentans
driven out of Lunar lands.
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
Teshnan disinterest concerning what lies beyond their
borders is as proverbial as is their lassitude.
The peoples who have been imported onto the steppe are
starting to lose both, and many are happily engaging with their new home. Others just want the pain to stop.
Their homes are closely clustered mud-brick, often
sharing walls and roofs, and - if wood is available - with upper floor
balconies.
Their songs are two sided ‘debates’. This debate is in rhythm, and involves improvised poetry.The
two teams usually involve males in one group and females in the other. The song is started with a question from the
males, the females responding to the question in a musical conversation.
These songs
can last for up to a week, when a religious or marriage festival is involved.
Instruments
include drum, flute and cymbals.
Clothing for
males is a cloth shirt and trousers, and a jacket of either cloth or felt. For females, a long cloth dress, with a knee
length felt jacket over the top. Jackets
for both genders are beaded and embroidered.
Winter cloaks are of oiled cloth or hide. Hats are small, tight turbans whose colour
depends upon the clan. Boots are of
hide, and may vary in length and colour of dye.
Their Religion
Teshnan
religion is complex as it stands, and adapting to Pentan realities has brought
both confusion and variance to the heart of the matter. Many are finding the implicit rivalry between
those serving the Path of Fire, the Lesser Path of Fire, and the resentful
Least Path the best reason for adopting the new Path of Storm. Elephant shrines abound everywhere but in the
West.
Path of Fire Tradition [Fire]
Mythos and History
Somash is the One True Fire, understood in a multitude of
ways. The Path seeks to follow those
ways, since they are the best for humans, right and fitting and of even greater
applicability here on the steppes than back home in hill and jungle.
Nature of the Cult
The primary male Teshnan way of being.
Depiction
None needed.
Somash either dwells within the heart, or you are without fire and true
life.
Particular Likes
and Dislikes
Friendly, if condescending, towards other Teshnans. Otherwise arrogantly condescending.
Cult Organization
and Holy Places
The cult is based around obedience, with each cultist
obeying their shaman, each of them obeying the strongest shaman of their Spirit
Society, and they in turn obeying the shamans of Great Somash.
Holy Places are determined by the local relevant Spirit
Society.
Holy Days
These are appointed by the clan’s shamans of Great Somash.
The Great Somash Spirit
Society (Fire, Truth)
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.
Purity Spirits (Fire) – These spirits can blaze with the
brightness of the noonday sun, and can be released to drive off lesser solar
powers. They may be used to burn away
spiritual impurities through the infliction of spiritual suffering.
The taboo is Maintain Your Purity
Fidelity Spirits (Truth) – These spirits empower oaths
and relationships, ensure celibacy if absent from your spouse, and may remind
you of your task if you stray from it.
The taboo is Never Break A Promise
Truth Spirits (Truth) – These spirits can compel truth
from a prisoner, or detect deceit in an envoy or merchant.
The taboo is Never Lie
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) 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.
Fire Hearts –Path of Fire Shamans
After decades of experience, a worshipper with Tradition
rating of 11W or higher can become a Fire Heart, a shaman of the Path of Fire
The Seeker’s Test is to encounter and bind one of each
type of Great Somash’s spirits. If the Fire
Heart-to-be succeeds, then he discovers his Great Heart Fire.
The Fetch
The Great Heart Fire manifests as a white-hot
conflagration around the position of the shaman’s heart. The Great Heart Fire performs all the
functions of a fetch (cf. HeroQuest pg. 114)
Fire Hearts have access to the other spirit societies of
the Tradition.
Spirits of
Reprisal
War elephants during the invasion of Dara Happa |
The apostate will appear fringed with sickly yellow-black
flames to any form of spirit vision.
Reprisal belongs to the clan.
Tradition Spirits
Teshnan
Names
Imperial Sun Great
Somash
Leader Somash
Ji
Elder Somash
Vindinaran
Teacher Somash
Neran Bas
Warrior Alan
Somash Sa
Speaker to Walkers Somash
Mimi
Throat Singer Somash
Veren
Foresight & Death Talker Somash Hero Madoro & Somash Endi Varo
Although Somash Veren is accounted a Throat Singer, the
cult actually deals with the Debate Songs, rather than the steppe’s Throat
Songs.
Lesser Path of Fire Tradition [Fire]
Mythos and History
Somash is the One True Fire, but not always easily
accessible, nor always easily livable-with.
The Lesser Path is more comfortable for many, stoking
internal fires in a gentler manner.
Nature of the Cult
An alternative, but socially accepted, male Teshnan way
of being.
Depiction
A Teshnan male in clothing appropriate to their rank.
Particular Likes
and Dislikes
Friendly towards other Teshnans. Otherwise remote.
Cult Organization
and Holy Places
The cult is based around obedience, with each cultist
obeying their shaman, each of them obeying the strongest shaman of their Spirit
Society. The Spirit Societies’ senior
shamans meet together to decide issues between them.
Holy Places are determined by the local relevant Spirit
Society.
Holy Days
These are appointed by the clan’s shamans in conclave.
Lesser 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 Lesser Path of Fire
Tradition (Fire) 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.
Discoverers –Lesser Path of Fire Shamans
After decades of experience, a worshipper with Tradition
rating of 11W or higher can become a Discoverer, a shaman of the Lesser Path of
Fire.
The Seeker’s Test is to walk the bounds of the clan’s
territories naked and unarmed. If the
Discoverer-to-be succeeds, then he discovers his Seeming Soul.
The Fetch
The Seeming Soul manifests as a translucent copy of the
shaman. The Seeming Soul performs all
the functions of a fetch (cf. HeroQuest pg. 114)
Discoverers have access to the other spirit societies of
the Tradition.
Spirits of
Reprisal
The apostate will lose their sense of self, becoming
distant and unresponsive as time goes on.
Zolathi attacking an elephant. Scurrilous Teshnan art. |
Tradition Spirits
Teshnan
Names
Warrior Kab
Tolat Solf
Hunter Vai
Madar Sa
Founder Calyz
Mandar
Mythos and History
The Paths of Fire and Earth can be very demanding, even
the Lesser Path. The Least Path offers a
simpler approach, with the acceptance of the common life on the steppe.
Nature of the Cult
A simple and accepting cult for those outside societal
norms.
Depiction
Besdi Solf Du is an androgynous figure with shadowed face
and black clothing and skin.
Balandak Sim is depicted as a combination of the local
beasts of the wild.
Velit Maniz is understood simply through the clan’s
hunting weapons of choice.
Particular Likes
and Dislikes
Friendly towards other members of the cult. Otherwise reticent.
Cult Organization
and Holy Places
The cult is very free and easy, accepting only the
authority of the strongest local shaman.
Holy Days
These are appointed by the shamans of each Spirit Society.
Least Path
Tradition
To join the Tradition, you must first have a Human Rune.
For game purposes, any hero with a Fire Rune can join the
Tradition at the same rating as their Human Rune. Simply add Least Path Tradition
(Human) keyword after the Human 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.
Wild Hearts –Least Path Shamans
After decades of experience, a worshipper with Tradition
rating of 11W or higher can become a Wild Heart, a shaman of the Least Path.
The Seeker’s Test is to face a spirit from each of the
Spirit Societies and to survive its attacks.
If the Wild Heart-to-be succeeds, then she discovers her Pathfinder.
The Pathfinder manifests as a shadowy jaguar-shaped
being. The Pathfinder performs all the
functions of a fetch (cf. HeroQuest pg. 114)
Wild Hearts have access to the other spirit societies of
the Tradition.
Spirits of
Reprisal
The apostate attracts hostility from all creatures of the
wild, plant and animal.
Tin figure of a wolf worn by a Balandak Sim Cultist |
Tradition Spirits
Teshnan Names
Night Besdi
Solf Du
Lord of Wild Beasts & Lady of Wild Balandak Sim
Hunter Velit
Maniz
Path of Earth Tradition [Earth,
Horse]
Mythos and History
Mairnali Har is the compassionate mother, and as such is
recognised as the Earth Mother of Pent when the Teshnans came to the
steppe. She and her servants love and
rule the horses which the people are coming to terms with.
Nature of the Cult
The primary female way of being amongst the Teshnans
Depiction
A majestic black wooden mare, studded with shards of
brightly shone metal..
Particular Likes
and Dislikes
Favours the other spirits followed by Teshnans, and
distrusts 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 appointed by the senior local shaman
of the Mairnali Har Spirit Society.
Holy Days
Appointed by the senior local shaman of the Mairnali Har
Spirit Society.
The Mairnali Har Spirit
Society (Horse, Earth)
These spirits are those that have adopted the Teshnans
and their herds as their own.
Horse Spirits (Horse) – These spirits can be used to
strengthen a horse, or bless a mating with a strong foal. They can bring swift and sweet death to a
suffering horse.
The taboo is Never Eat Horse
Steppe Spirits (Earth)- These spirits can be used to find
good grazing, healing herbs, and safe camping grounds. They can see clearly across the open steppe.
To join the Tradition, you must first have an Earth Rune.
For game purposes, any hero with a Earth Rune can join
the Tradition at the same rating as their Earth Rune. Simply add Path of Earth
Tradition (Earth) keyword after the Earth 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.
Earth Wives –Path of Earth Shamans
After decades of experience, a worshipper with a
Tradition rating of 11W or higher can become an Earth-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 Earth-Wife-to-be succeeds, then she discovers her Dark Mare.
The Fetch
The Dark Mare manifests as a Spirit Mare of breath-taking
beauty. She performs all the functions
of a fetch (cf. HeroQuest pg. 114)
Earth Wives have access to the spirits of all the Path’s
Spirit Societies.
Spirits of
Reprisal
The apostate will be thrown by any horse they try to
mount
Tradition Spirits
Teshnan
Names
Earth Mother Mairnali
Har
Spring Horse Sera
Veren
Crone Kab
Vanarana Sa
The Path of the Storm Tradition [Storm]
Mythos and History
While the spirits gathered into this Path had long been
followed by the some of the Steppe peoples, 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. They were eagerly embraced as
another means of survival.
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 elephants, each accompanied by the Teshnan rune
appropriate to their cardinal direction.
Particular Likes
and Dislikes
Hates anything Lunar.
Cult Organization
and Holy Places
There is a distinct lack of organisation within the cult,
with local and wandering Wind Mahouts 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 at the whim of the most powerful local Wind
Mahout.
Holy Days
At the whim of the most powerful local Wind Mahout.
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.
Wind Mahout – Path of the Storm Shamans
After decades of experience, a worshipper with a
Tradition rating of 11W or higher can become a Wind Mahout , a shaman of the
Storm.
The Seeker’s Test requires exposure to the storm that was
their primary Spirit Society. If the
Wind-Mahout-to-be succeeds, then they discover their Elephant Typhoon.
The Fetch
The Elephant Typhoon manifests as a seething cloud above
the Wind Mahout’s head. The Elephant
Typhoon 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, as they strive to stomp you flat.
Tradition Spirits
Teshnan
Names
Leader West
King Wind Elephant
Warrior North
War Wind Elephant
Whispering Wind South
Rage Wind Elephant
Body Marker East
Sting Wind Elephant
The Wind Elephants are discovered after the Nights of Terror |
Teshnan Names
The names of those on the steppe are by no means typical
of Teshnos, due to their being a tribal minority group. Male and female names are generally similar
in structure, with a roughly even split between two or three syllables. However, the final elements do differ.
Place and Clan names consist of two words.
Initial Syllable
Na-, Bi-, Di-, Sho-, Sham-, Sit-, Gir-, Yudd-,
Drav-, Prat-, Preksh-, Pre-, Trib-,
Mat-, Koi-, Ko-,
Jyo-, Aish-
Middle Syllable
-ra-, -ri-, -la-, -tsha-, -hu-, -rend-, -war-, -ash-
Male and Place Name Final Syllable
-ya, -yan, -vi, -van, -ra, -ka, -la, -ha, -sher, -ap
Female and Clan Name Final Syllable
-ya, -na, -va, -sha, -ma, -mal
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