Hero Wars

Hero Wars
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Grazer Charachters Part 2

Yu-Sima Plunging-Hoof, Nirik Laughing-Horse and Jan-Karen Willow-Mane


Yu-Sima Plunging-Hoof

<B>Yu-Sima Plunging-Hoof</B>
Yu-Sima Plunging-Hoof is trying to become a Stallion Soldier; he is a Jardan warrior assigned to guard the two princes, but seeks to guard the chieftain. He is powerfully muscled and tough for a Grazer. Across his chest and arms are magical tattoos. Yu-Sima hates Law-Ran for his weakness, but has defended him often. Yu-Sima seeks heroism and is rash, like Dan-El. Yu-Sima has travelled far, raiding east into Prax, north to Sylila and west into Esrolia. He has learned to fight the foes that dwell there; he carries a Praxian’s shield, a Centurion’s Spear and a magical copper axe.
Background
You are very ambitious, and have has taken note of Dan-El’s actions during the tests – including the seduction of Jan Karen, and the capture of the Black Rider. You suspect that Dan-El is seeking to usurp his father’s position. However, you have taken an oath of loyalty to the sons of the Chieftain.
People of Note

Davidall – The chief, bloody good warrior, you admire him.
Dan-El – Little gob-shite, up to something.
Law-ran – Not a good grazer, effeminate and soft.
Dun-cal – Whining toad, not even a warrior. Follows you around.
Nirik – Crazy bloody mad man – good shock trooper though.
Jankaren – a war party don’t need a holy woman!

Physical Skills: Herd Horses 13, Ride Horses 19, Appear Terrifying in Battle 17, Archery 17, Goldbone Fighting Style (shield plus spear) 5, Control War-horse 1, Lance Fighting 1, Bodyguard 13, Powerful Muscles 13, Tough 13, Mounted Axe Fighting 1.

Mental Skills: Dragon Pass Geography 13, Grazer Customs 13, Grazer Myths 13, Identify Grazer Clan Markings 13, Intimidate Vendref 13, Scouting 17, Spirit Combat 13, Travelled Widely 13, Foreign Customs 13, Foreign Languages 13, Fight Praxians 13, Fight Esrolian 13, Fight Sylilans 13.

Personality: Hate Praxians 17, Hate Trolls 17, Haughty towards Non-Grazers 17. Brave 17, High-spirited 5, Proud 1, Rash 17, Hate Law-Ran (for being weak) 13.

Relationships: to clan 1, to Age group 17; to Head of family 14; to War captain 1.

Magic:   Piercing Lance 1 – Integrated Spirit
Scare Foe 17 – Integrated Spirit.
Sun Leap 17 – Once per day
Magical items:   Scare Horse 17 – One Use Magic in Praxian Shield
Soldier Affinity (Brace Spear, Stand Ground) 13, magical abilities gained from magical Centurion’s Spear. Each feat is one use, due to Yu-Sima’s inability to worship the appropriate gods.
Foe Cleaving 13 – Spirit integrated into Esrolian axe.

Living Standard: Common.

Equipment: Bow and arrows 3, lance 3, Bone and leather armour + helmet 3, Praxian Shield 2, Magical Copper Axe 4, Centurion’s Spear 3, Cavalry horse, Riding horse.

Disadvantages: Must obey the commands of leaders, even if ordered to die fighting.

Note: Grazers suffer an improvisational modifier to their weapon skills when afoot.



Nirik Laughing-Horse

Nirik Laughing-Horse
Nirik Laughing-Horse was orphaned when his family were attacked and eaten before his eyes by insane, feathered Grazers who rode backwards into battle. The horrors he witnessed drove him mad, and now he rides backwards at all times. He is a Contrary, a fanatic warrior and focus for Yu-Kargzant’s spirits outside of the Rider-Warrior-Leader-Elder progression. Nirik is thin and with knotted muscles, ragged hair and wild eyes. He rarely sleeps. Nirik was subdued and made loyal by the Chieftain, and is now viewed as Sacred, untouchable by clan laws, but forbidden to harm any of it’s members.
Background
Spirits have told you that Dan-El will lead you to your parent’s murderers and that he must not die. You defend him with all your skill. Spirits pestering you about a Black Man that must die to make everything become true, perhaps you could kill him when no one is looking?
People of Note

Davidall – (Say) Lowly Vendref digger, no respect, I shall try to kill him one day. (Mean) Hail to the chief!
Dan-el – (Say) A strange bloke. You hate him, he no good as warrior. He will not lead you to your parent’s murderers so you will leave him. – (mean) A good man, you love him and protect him, he will lead you to your parents murderers.
Law-ran – (Say) His voice really gets on your nerves in the morning when he doesn’t sing. It makes you feel mad. You have to ride past him or it makes you think about bad things. (Mean) Angel voice make bad thoughts go away.
Yu-Sima – (Say) Everything you admire about Jardani warriors incarnated in one man heh heh. (Mean) Shit Head!
Dun-Cal – (Say) A great Chieftain, you admire his ability as a warrior and feel that he can survive on his own, does not need your help. (Mean) Boy needs protecting!
Jan-Karen – (Say) Strange Bloke this….(Mean) Woman! Magic! Understands the Spirits!

Physical Skills: Herd Horses 13, Ride Horses 18, Appear Terrifying in Battle 17, Archery 19, Control Warhorse 20, Lance Fighting 17, Ride Backwards 5, Sleep With Eyes Open 17, Fight Backwards 20, Appear Confusing in Battle 19, Other Clan Combat Technique (Axe and Shield) 15, Control War-horse 17, Fanatical Charge 19.

Mental: Speak Backwards 20, Be Contrary 1, Intimidate 17, Speak to Spirits 18, Sense Spirits 19, Display Inverse Emotion 1, Resist Spirits 16, Dragon Pass Geography 13, Grazer Customs 13, Grazer Myths 13, Identify Grazer Clan Markings 13, Intimidate Vendref 13, Spirit Combat 13.

Personality: Hate Praxians 13, Hate Trolls 13, Haughty towards Non-Grazers 13, Proud 13, Crazed 17, Angry 17, Tormented 19, Possessed 20.

Relationships: to clan 13, to chieftain 17

Flaws: Insane 19, Orphaned 13, Bound not to harm Goldbone clan members 20.

Magic:   Be Where I Am Not 17 – Integrated Spirit.
Torment Spirit 17 – Integrated Spirit
Maddening Scream 19 – Integrated Spirit.
Befuddle Foe 20 – Integrated Spirit.

Living Standard: Common.

Equipment: Bow and arrows 3, lance 5, Bone and leather armour + helmet + shield 3, Axe 3, Cavalry horse, Riding horse.

Disadvantages: Must obey the commands of leaders, even if ordered to die fighting.

Note: Grazers suffer an improvisational modifier to their weapon skills when afoot.



Jan-Karen Willow-Mane

Jan-Karen Willow-Mane is a Grazer Shaman of the Goldbone Clan, a follower of the La-Ungariant tradition. She is a proud and strong woman, with a passionate temper, which she displays with her feather covered yew staff and fists. Jankaren is plagued by prophecy; she senses omens and can feel curses. Jankaren has acted as a spiritual guide to the young princes, whom she adores and would die for. Jankaren has a powerful fetch called Night-Dancer, who taught her healing arts and Spirit World knowledge. She rides a magical Goldeye mare called Flamebringer, which travels with her to the Spirit World.
Background
You have been assigned to watch and guide the ceremony. Young, inexperienced, first time trusted. Seeking to impress. Seduced by Dan-el, have given in to his requests. You know that his use of the Black Man may cause the ritual to fail, but you cannot undo the process that has already begun. Having really terrible dreams about what the future holds – vague hints of plots e.g. steamy pools of blood beneath a stone, a monster eating horses from inside.
People of Note

Davidall – The Chieftain – good man, good leader.
Mar-Haw Talking-Man – senior shaman, really scary.
Dan-El – You were foolish to be seduced by him, you try to ignore him now and follow the correct ritual. In your childhood you adored him.
Law-Ran – A strange boy, with strange ideas, but you love him as a brother. You are aware that he watches you. He has appeared in your dreams several times leading a monster by a chain.
Dun-Cal – Enthusiasm incarnate, hard working and ambitious – will soon become a warrior with your guidance.
Yu-Sima – The protector of the princes, he is new, even though he is appointed by the chief you do not trust him.
Nirik – You see that his soul is in back to front, probably caused by a great shock – he needs to be shocked again to put it right. Spirits of Yu-Kargzant come to him and whisper things.

Physical Skills: Herd Horses 13, Ride Horses 13, Craft Fetish 17, Draw Summoning Circle 17, Drumming 1, Appear Beautiful at Home 5, Whistle for Horse from Great Distances 17, Staff fighting 13, Fist Fighting 13, Strong 13.

Mental Skills: Dragon Pass Geography 13, Grazer Customs 1, Grazer Myths 13, Identify Grazer Clan Markings 13, Intimidate Vendref 13, Intimidate 17, Lead Ceremony 17, Ride Spirit Horse (equivalent to Spirit World Travel) 17, Shamanic Escape 17, Spirit Combat 17, Spirit Sight 17, Inspire Loyalty of Vendref 17, Prophetic Vision 13, Sense Omen 13, Feel Curse 13, Sing Wound Closed 1.

Personality: Hate Praxians 13, Hate Trolls 13, Haughty towards Non-Grazers 13, Wise 17.

Relationships: to Goldbone clan 13, to La-Ungariant Tradition 17

Living Standard:
Prosperous.

Equipment: Drum, ritual equipment, horse-drawn travois, Soft leather 1, Staff 1, Medicine Shield 2, "Sun Hawk" Feather, "Magical" Red Clay, Wolf Teeth.

Note: Grazers suffer an improvisational modifier to their weapon skills when afoot.

Fetch
: Night-Dancer Might 10 (Star Sight, Healing Dance, Track Spirit Foe, Find Spirit Path)

Talents:
Raise the Earth 17, Protect the Weak 17, Calm Horse 1

Fetishes
: Snake Rattle (Paralyse Foe Spirit, Might 1 3x/day), Feathered Stallion Bone (Horse Flight Spirit, Might 17 1x/day), Medicine Shield (Dream Horse Spirit, Might 17 1x/Day).

Flamebringer, Goldeye Horse: Can combat spirits, travel on the spirit plane and integrate spirits.
Skills: Kick 151, Thick Skin 1, Hear Noise 12, Jump 2, Large 5, Run Fast 8, Run Long Distance 14, Strong 5, Spirit Combat 2, Spirit Sight 16, Understand Orders 14, Rider Bond 5.
Talents: Run Up Cliffs 19, Flaming Hooves 2

Saddled with the Nightmare Part 1
Saddled with the Nightmare Part 2
Saddled with the Nightmare Part 3
Grazer Characters Part 1
Grazer Characters Part 2
The Children of Unnek
Jan-Karen's Knowledge Sheet
The Goldeneye Birthing Song

 Latest revision: 22 Feb 2001, new
Core Runes