Character Keywords
All Contents are Copyright © 2000 by Issaries, Inc. The GrazersThe 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. Grazer Occupation KeywordsAll 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. 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. 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. Grazer Magic KeywordsAll 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. Typical Clan Ancestor Ride 6 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. 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. 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. 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. Special Spirits of the Yu-kargzant Tradition Cloudchaser Polestar Spirit Starsight Spirit La-ungariant TraditionLa-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. 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. Special Spirits of the La-ungariant Tradition Absorption Spirit Milk Spirit Stoneskin Spirit Grazer Advanced ExperienceClan 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 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
Introduction and Heortling keywords Latest revision: 1 Mar 2000, new |