Character Keywords

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The Grazers

The Grazers are descended from horse-riding nomads who survived the Darkness by constantly moving, guided by the Fiery Sky Horse, Yu-Kargzant. When other gods began to return the nomads simply moved on, remaining dominant in the wide lands of Pent.

During the time of the Empire of Wyrms Friends they brought south a tribe of horse nomads from Pent to Prax where they conquered the native beast riders and secured the border for the empire. When the EWF fell the beast riders banded together and ejected their overlords who fled by magic into Dragon Pass. No humans were allowed in that land and the nomads survived only by the grace of Ironhoof the Centaur. He performed special rituals to let the survivors live, renamed them the Grazers, and granted them land.

Many years later Heortling peoples came to Dragon Pass and the Grazers opposed them. They were victorious in the west, where they kept wide lands, but lost land to the walking people in the east and north. The Grazers enslaved many of the walking people and their descendants, called the vendref, are forbidden to ride at all. However, the fractious clans were crowded and angry about losses of their lands and faced political disintegration until a new leader emerged, the Feathered Horse Queen. She married the Heortling king Sartar in a pact that guaranteed the Grazers a place in Dragon Pass.

Grazers still practice a mobile lifestyle on their limited lands. They live in large, round, wood-framed tents and migrate twice a year to follow their great horse herds to new pastures. They are partially supported by crops grown by their vendref. No true Grazer will touch the meat or milk of a cow, though they eat the sheep and other livestock raised by their vendref. They prefer horsemeat, horse blood, and koumiss, a mildly intoxicating beverage made from mare's milk. In war they field cavalry equipped as skirmishers and more heavily armored warriors who carry lances and bows. They are masters of mobility and sudden feints. In recent years they have hired out as mercenaries, both for and against the Lunar Empire.

The Grazers are animists and loyally follow a very ancient religion. They are very conservative and call themselves the Pure Horse Tribe. They have resisted tremendous social and political pressures that have polluted lesser tribes. When foreign habits were adopted by the weak around the time of Sartar the Pure Horse People purged the tribe of them. Some founded the various trading towns, some were killed, and some left the lands of the grazers and moved eastward.

Their religion centers on worship of the sun and of horses, both of which are contacted through ancestors. Men primarily deal with fire spirits; women with earth spirits. Ancestor spirits are never integrated, but respectfully invited to reside in a fetish.

The Grazers of Dragon Pass are a single tribe, ruled by the Luminous Stallion King who shares rule of the people with the Feathered Horse Queen. About 40 Grazer clans live in the hilly Grazelands to the southwest of Dragon Pass, each ruling several vendref farmsteads whose inhabitants usually outnumber them. Several trading towns exist, all of them subject to the tribal king. Foreigners live there by his permission. Many Grazers live there: some follow the ways of the walking peoples and worship gods; others can not support themselves by proper means because they are old, ill or have lost their horse herds.

The Grazers are a patriarchal culture and women do not become warriors or adventurers, though they may be shamans. The Luminous Stallion King is responsible for the physical well being of his people, for all war and fighting, and for settling disputes within the tribe, between clans, and between men and women. The Feathered Horse Queen speaks for the entire tribe in matters concerning magic.

Grazer Cultural Keyword

Physical Skills: Herd Horses, Ride Horses.
Mental Skills: Dragon Pass Geography, Grazer Customs, Grazer Myths, Identify Grazer Clan Markings, Intimidate Vendref.
Personality: Hate Praxians, Hate Trolls, Haughty Towards Non-Grazers.
Relationships: to clan. Unusual horses may be listed as followers or allies.
Magic: Grazers access spirits through a shaman. Gender and age determine the classes of spirits available. Hyalor is the ancient Tribal Ancestor, Yanasdros is a Great Ancestor, and each clan also has its own ancestors.
Note: Grazers suffer an improvisational modifier to their weapon skills when afoot.

Grazer Occupation Keywords

All Grazer men are Riders (herdsmen) and advance socially to become Warriors, Leaders, and Elders. Similarly, women are Riders, Mothers, Teachers, and Elders. Typically tribesmen progress from age group to age group in regular succession, though some people specialize as shamans or traders and leave the age group system. (For purposes of brevity we have given here only the occupations of those who are mostly likely to be in contact with outsiders. We apologize to the women of the tribe.)

Herdsman, Rider

You are a man responsible for watching the herds and hunting. Individuals who prove themselves worthy are taught the skills of the Warrior age group. You must prove yourself competent at your tasks, and may have a chance to prove yourself exceptional as a skirmisher or by hunting dangerous animals.

Entry Requirements: Must be a male at least 14 years old.
Physical Skills: Archery, Craft Arrows, Drive Prey, Trick Riding.
Mental Skills: Find Good Pasture, Know Prey Animals, Listen, Scan for Danger, Track, Sleep in the Saddle.
Personality: Steady Reliability.
Relationships: to Age group; to Head of family.
Magic: Dastal the Hunter spirits. Young men of the Rider age group may not integrate spirits, though they may use fetishes.
Living Standard: Common.
Equipment: Bow and arrows, rope, riding horse.

Shaman

You are a magical leader of your clan dealing with spirits. You have given up the normal progression of Rider-Warrior-Leader-Elder, though the tribe acknowledges greater and lesser shamans based on age and experience.

Entry Requirements: Must have a fetch that can be awakened. Shamans have no gender requirements.
Physical Skills: Craft Fetish, Draw Summoning Circle, Drumming.
Mental Skills: Intimidate, Lead Ceremony, Ride Spirit Horse (equivalent to Spirit World Travel), Shamanic Escape, Spirit Combat, Spirit Sight.
Personality: Crazed or Wise.
Relationships: to Tradition.
Magic: Male shamans follow the Yu-kargzant tradition, while women practice the La-ungariant tradition. Interacting with a spirit from the other tradition has a -10 penalty.

Living Standard: Prosperous.
Equipment: Drum, ritual equipment, horse-drawn wagon.

Warrior

You have proved that you qualify as a Warrior. No longer just a young Rider, you must now bear arms to fight face to face. To improve yourself and be worthy of a wife you must count coup on neighboring clan warriors or collect scalps from your enemies, and accumulate a large herd of horses.

Entry Requirements: Must be a male, usually not less than 24 years old' must have proven himself in battle, raids, or hunting.
Physical Skills: Appear Terrifying in Battle, Archery, <clan> Fighting Style (usually shield plus spear, sword, or axe), Control Warhorse, Lance Fighting.
Mental Skills: Scouting.
Personality: Brave, High-spirited, Proud.
Relationships: to Age group; to Head of family; to War captain.
Magic: Jardan the Warrior spirits. Warriors may integrate spirits, though only by making large gifts to clan shamans.
Living Standard: Common.
Equipment: Bow and arrows, lance, leather or bone and leather armor, helmet, shield, <clan> weapon, cavalry horse, riding horse.

Grazer Magic Keywords

All Grazers have access to spirits from the Yu-kargzant or La-ungariant traditions, depending on gender. Many of these spirits are lesser spirits associated with great spirits, but they are listed only once for convenience. Ancestors temporarily remain in a fetish, and are released when their ability is required. Other spirits can be placed in a fetish or integrated. Note that the great spirits described below are not the only ones known to the Grazers.

Yu-kargzant Tradition

Yu-kargzant is the most powerful spirit of the Grazer Tradition. He is the source of fire, action, morality, and life itself. He gallops across the sky each day, visible as the Sun to outsiders. He is served by a host of stars, planets, horses, and other spirits.

Entry Requirements: Must be male, born or adopted into the tribe.
Physical Skills: Appear terrifying in battle.
Mental Skills: Yu-kargzant Tradition Knowledge.
Traditional Spirits:
Ancestor Spirits (typically provide a skill or personality trait)
Fire Spirits (typical spirits include Blinding Glare, Bright Light, Flaming Weapon, Inferno)
Stallion Spirits (typical spirits include Endurance, Leaping, Speed, Strength, Virility)
Special Spirits: Cloudchaser, Polestar Spirits, Starsight Spirit.
Spirit Allies: Horse Spirits.
Fetch: Hawk or Stallion Spirit.
Fetishes: Yu-kargzant shamans make their fetishes from bones and feathers. Medicine bundles made from horsehide.
Tradition Secret: Channel Clan Ancestor (Incarnation ability.)
Worshippers: Male Grazers. Only shamans have access to the spirits in this keyword, in addition to the spirits of the great spirits of the tradition described below.
Other Side: Yu-kargzant's demesne is the grassy Pastures of the Endless Sun in the Spirit World, which he rules with La-Ungariant. After death his worshippers join him and his sons there to carry on in the Spirit World as they did in life, but now hunting down spirit enemies, battling spirit armies, and being witnessed by the great family of ancestors and founders. At his own time Yu-kargzant chooses people to be reborn again into the family.
Disadvantages: Must submit to Feathered Horse shamans in matters of magic. Shamans may not deal with spirits of other elements.

Typical Clan Ancestor

Ride 63, Archery 122, <clan> Fighting Style 102.

Great Spirits of the Yu-kargzant Tradition

The Yu-kargzant tradition has several major spirits associated with it. The great spirits listed below are the sons of Yu-kargzant, and each is the patron of a specific age group.

Dastal the Hunter

Dastal allows all men into his dances and ceremonies. He is the patron of young men, obedience, archery, hunting and herding. He is the chief of the Hunting Spirits, which he dispenses to men. Every year he circles all the way around the sky performing his duties.

Entry Requirements: Must be a male Rider.
Available Spirits:
Hunter Spirits (typical spirits include Find Water, Ride Quietly, See Invisible Tracks, Stampede)
Disadvantages: Dastal followers may not marry or have sex, nor engage in hand to hand combat.

Jardan the Warrior

Jardan is the patron of lancers and all who strive face-to-face against their foes; of fathers, stallions and flutes. He rides across the sky every night, keeping lonely patrol over the herds of horses and sleeping peoples.

Entry Requirements: Must be a male Warrior.
Mental Skills: Spirit Combat.
Available Spirits:
Battle Spirits (typical spirits include Curved Arrow Flight, Flaming Arrow, Glaring Lance, Hit Hard, Shoot Great Distance)
Bravery Spirits (passion spirits)
Other Connections: Jardan is the patron spirit of the Golden Bows, an elite warband who ride Goldeneye horses and have special powers in both the Physical and Spirit World.
Disadvantages: Must obey the commands of leaders, even if ordered to die fighting.

Henird the Leader

Henird is patron of chiefs, kings and war leaders. He knows how to sense enemy spirits and how to handle them properly. His tent is in the precise center of the sky.

Entry Requirements: Must be a male Leader.
Mental Skills: Know Ancestors.
Available Spirits:
Community Spirits (typical spirits include Calm, Healers of Men, Spirit Defenders)
Good Reign Spirits (typical spirits include Detect Lie, Goad, Great Voice, Justice)
Disadvantages: A good leader always puts his peoples’ collective welfare before his own. Leaders constantly risk pollution in dealing with foreigners and vendref.

Josad the Elder

Josad is the first son of Yu-kargzant and La-ungariant. He is the wise counselor who has acquired great knowledge through experience. Study has brought familiarity the sky world. He circles his younger brother's tent every night.

Entry Requirements: Must be a male Elder.
Mental Skills: Know the Stellar Spirits.
Available Spirits:
Stellar Spirits (typical spirits are the spirits of the stars, who can give advice or spy on the physical world from their perch in the Skyworld)
Disadvantages: Josad elders do not lead or follow, but sit to the side and offer advice when they are asked.

Special Spirits of the Yu-kargzant Tradition

Cloudchaser
Might: 10-15
These spirits are held in fetishes until they need to be released. They can fight air spirits, or can go high into the air and reduce the overcast fraction of the sky by a percentage equal to their might divided by 10.

Polestar Spirit
Might: 16-15
These spirits are part of Polestar's army. They may be integrated or cast into fetishes, and augment leadership or fighting abilities when engaged in group combat.

Starsight Spirit
Might: 10-10w
These spirits are integrated to provide an ability to see in starlight as well as daylight, equal to their might.

La-ungariant Tradition

La-ungariant is a Great Spirit, the daughter of Orest, the Earth. She bested her sister Tamar to become the First Wife of Yu-kargzant. La-ungariant is patron of women, horses, breeding, tents, nurturing, sewing and cooking. The Feathered Horse Queen is the leader of this tradition. She is as much a sacred queen as a shaman. She wears the resplendent regalia that provides her title, and always rides a Goldeneye horse. She is guarded by fanatically loyal vendref who worship Hiia Swordsman, a subcult of Humakt. Marriage to the Feathered Horse Queen confers the title of King of Dragon Pass.

Like the Yu-kargzant tradition, the La-ungariant tradition has major spirits for the age groups, who provide appropriate magic and skills for the women of that age.

Entry Requirements: Must be female, born or adopted into the tribe.
Physical Skills: Appear Beautiful at Home, Whistle for Horse from Great Distances.
Mental Skills: Inspire Loyalty of Vendref.
Traditional Spirits:
Ancestor Spirits (typically provide a skill or personality trait)
Earth Spirits (typical spirits include Berry-ripening, Gravel-shifting-underfoot, Healing Mud, Strength)
Mare Spirits (typical spirits include Beauty, Endurance, Fertility, Leaping, Speed)
Special Spirits: Absorption Spirit, Milk Spirit, Stoneskin Spirit.
Spirit Allies: Horse Spirits.
Fetch: Mare or Snake Spirit.
Fetishes: La-ungariant shamans make their fetishes from braided horsehair, or paint them onto horses. Medicine bundles made from horsehide.
Secret: Invoke La-Ungariant (Acts as an integrated passion spirit, giving a bonus of 1/4 the target number to any ability used in the course of a contest against a male ruler.)
Worshippers: Female Grazers.
Other Side: La-ungariant's demesne is the grassy Pastures of the Endless Sun in the Spirit World, which she rules with Yu-kargzant. After death her worshippers join her and become powerful horses and healing women to protect the great ancestors in the Spirit World, until La-ungariant blesses them once again with a new life amid the family.
Other Connections: Friendly with the Heortling priestesses of Kero Fin.
Disadvantages: Women are subservient to men in most matters. Shamans may not deal with spirits of other elements except earth.

Great Spirits of the La-ungariant Tradition

The La-ungariant tradition has several major spirits associated with it, only one of which is described here.

Arandayla

The horse mother serves, but she serves best when loved.

Entry Requirements: Open to both men and women.
Mental Skills: Horse Breeding, Sense Horse in Distress.
Available Spirits:
Healing Horses (typical spirits include Cure Horse Disease, Ease Birth Pangs, Find Nutritious Fodder, Heal Horse)
Milk Spirit
Disadvantages: None significant.

Special Spirits of the La-ungariant Tradition

Absorption Spirit
Might: 12-15
These spirits are placed into fetishes. They may be released to resist any magical attack, and must be defeated before the owner can be attacked by the same source.

Milk Spirit
Might: 10-15
These spirits are captured in fetishes that are painted on mares. They increase milk production by a percentage equal to their might.

Stoneskin Spirit
Might: 15-10
These spirits are never integrated, only bound into fetishes. They provide armor of rank equal to their might divided by 5.

Grazer Advanced Experience

Clan Chief

You are a leader and politician, elected from the nobles qualified by blood to rule your clan. You are of the Leader age group, and will eventually retire when you become an Elder (though frequently you decide when this happens).

Entry Requirements: Must be a Leader at least 34 years old, though most chiefs are at least 44. Must belong to a noble family and stand out from other candidates (usually a skill at 10 or better, or perform several outstanding deeds for the good of the community).
Physical Skills: Imposing appearance.
Mental Skills: Manage Clan Affairs, Politics.
Personality: Lordly.
Relationships: to Clan; to Luminous Stallion King; to Bodyguards.
Magic: Henird the Leader and Yu-kargzant.
Living Standard: Rich.
Equipment: Gold jewelry, flamboyant helmet, elaborate horse trappings, expensive weapons and equipment, large herd of horses, 2-10 bodyguards (followers).

War Captain

You lead a group of warriors. Commonly the Luminous Stallion King will arrange mercenary service for your band, and assign you to follow the commands of a foreigner for a set period of time, and for a specified set of tasks.

Entry Requirements: Must be a Leader at least 34 years old. Must have a proven ability in battle (usually a relevant skill at 10 or better, or have lead several successful raids or battles).
Physical Skills: See Advantageous Terrain, two combat tricks (such as Disarm Foe, Dazzle Foe, or Unseat Foe).
Mental Skills: Cavalry Tactics, Deal With Strangers, Strategy.
Personality: Assertive, Bold, Proud.
Relationships: to Age group; to Clan chief; to Warband.
Magic: Henird the Leader.
Living Standard: Prosperous.
Equipment: Bow and arrows, lance, scale armor, plumed helmet, shield, sword, several riding horses, warhorse, 20-50 warrior followers in your warband.

Introduction and Heortling keywords
Lunar keywords
Black Horse keywords

Latest revision: 1 Mar 2000, new