Hero Wars

Hero Wars
  Fan Material
Glorantha
Issaries, Inc.
Market Place
Tribes
Library
News
Utilities

Disorder Rune

Copyright © 2001
Issaries, Inc.

Saddled with the Nightmare

Part 2

Scene 3: The Buzzard’s Raid

Key Points: The night before the foaling the clan has begun to prepare the ritual, forming Yu-Kargzant’s Ring of Fire. The ritual is attacked by the Brothers of Unnek, a disparate gang of bloodthirsty savages warriors of the night. The protective ring of warriors is broken, horses are stolen and killed, women and children captured and the foaling ceremony severely disrupted.

Setting: It is the night before the foaling of the sacred Goldeyes takes place; the ritual begins as Yu-Kargzant drops below the Sky reach Mountains in the west. The clan has formed a great ring; at the centre are the three sacred mares and the High shaman of Arandayla. They are protected from view by ritual screens, held aloft by the women of the clan. Around the screens rides Davidall, dressed as the Sun, his huge form decorated with gold jewellery, his skin painted yellow and a headdress of living flames. Separated from the central ritual by two hundred yards of magically anointed earth are the Riders of the clan, young men and women who whoop and scream as they drive their horses around in a thunderous circle. On the outer edge stand the Warriors of the clan, riding high in the saddle with spears and shields, or flaming brands braced against the darkness. Amongst the Riders, Warriors and Protectors walk several lesser shamans, dressed as spirits of light and fertility, carrying great bowls filled with a hallucinogenic mash of herbs that they offer to each participant.

Action: As dusk falls, the horses become skittish and uneasy. Strange hoots, yelps and growls can be heard in the night. These are the summoned forces of Unnek mustering at the edge of the circle of warriors. The first signs of the summoned Darkness begin to come, Weak Darkness Spirit appear out of the gloom moaning and wailing as they flee some unseen terror that drives towards the circle of Grazer guards. These are weak and easy foes with little skill in anything aside from running players and easily killed. The feeble nature of the forces of Unnek may put some foolish players at a false ease, wary or wise players may expect greater strength to appear as the summons of darkness reaches its full potential.

Darkness Spirits – Might 10, Flee Spirit Combat 16.

The darkness spirits appear as gibbering and moaning shadows with cold blue eyes. They appear vaguely humanoid, but their forms flow and mutate constantly. One spirit will attack each player; these creatures will try to flee at any sign of defeat. This assault is occurring from all directions, players may wish to assist the Grazers around them. If a spirit possesses a victim, he will be cast back into the real world, appearing to vanish from the ring of warriors.

Note: The hallucinogenic mash and the magic of the Shamans has altered the perceptions of the clan, they can now see the Spirit World around them with much greater clarity. The ritual has also empowered the Warriors weapons to harm the Darkness Spirits and so Combat Skills can be used to augment Spirit Combat.

The Narrator should then read the following:

As the last Dark Spirit is vanquished, a great cheer rises from the gathered warriors. The shamans return with fermented milk and herb mash, which the warriors begin to gulp down as they slap one another on the back. From the centre of the ring, a glow has formed around the Goldeye’s protective screen and the chants of Arandayla can be heard from within, echoed by the warriors as they sing of the defeat of darkness.


Anyone who is perceptive will be able to make a simple roll to see the magical horse spirits descending from the sky.

The Narrator should continue this party atmosphere for a couple of minutes, allowing the players to boast. Have other Grazers tell them what good fight that was, and how great it will make the ceremony. Emphasize that their part in the ritual is over until morning and that they should enjoy themselves. Just as they are settled, read the following:


There are suddenly blood curdling shouts and screams from all quarters. From every direction, appear howling, feathered horsemen, reeking of filth and death. They plunge their great horses towards the ring of warriors with such impact that they almost immediately breach the defence. All around wounded warriors and horses scream. As the invaders wheel their mounts to attack again. A pitiful cry calls their name before it is extinguished with a lance ‘Children of Unnek!’

The Children of Unnek loom out of the night to attack the Grazer camp. No matter how well the players fight the foes that face them, somewhere around the perimeter the protective circle of guards is broken. The Buzzard warriors descend into the camp sweeping aside the desperate attacks of the Riders, torching Gers, snatching children and killing women and Elders. One group breaks from the main force and scatters the horse herd, while another more menacing group attacks the chief and his personal bodyguard. The players are attacked by a group of strong Unnek warriors; their leader is an Uz (troll) dressed like a grazer riding a huge and mounted on a filthy warhorse. One Unnek warrior per player character accompanies him. The enemy will try to circle the players and try to prevent them from assisting elsewhere in the battle. A common tactic of the Night Vultures is to improvise a "Flying Leap" feat and jump onto an enemy’s horse. Maklamor uses his "Circling Flight" to avoid defeat or to drop onto foes from above.

Maklomor Horse-Eater.
Leader of the Night Vultures. An exiled Uz who rides a formidable, but filthy warhorse. He collects the scalps of his victims and then eats them.
Key Words
: Uz Warrior 1, War leader of the Night Vultures 5, Initiate of Unnek 1
Significant Abilities: Large 5, Strong 10, Command Warriors 15, Ride 12, Hate Grazer 17, Close Combat 10 (Horseman’s Flail and Shield Style, Lance and Shield Style, Claw and Bite Fighting), Intimidate Grazers 5.
Affinities: Buzzard 2(Eat Carrion, Sense Death, Circling Flight, Tearing Claws, Stench of Death). Devour 1(Despair, Decay, Visage of Fear, Capture Horse Soul).
Flaws: Light Sensitive 10.
Weapon: Huge Horseman’s Flail 4, Lance 5, Bite 2, Claw 1/5 (if Tearing Claws feat used).
Armour: Grazer breeches with lead breastplate and shield 5.
Horse:Maklamor’s War Horse is very loyal and acts as a follower in battle. WarHorse 19, the horse also sees well in darkness.

Maklamor’s Night Vulture Raiders
A group of wild degenerated Grazers, who pierce their faces and bodies with buzzard feathers and wear great tattered cloaks that look like wings. Their horses are also barded to look like night demons and birds
Keywords: (ex) Grazer Warriors 15, Initiates of Unnek 13.
Significant Abilities:
Close Combat 18, Archery 16, Charge Foe 17, Terrifying War Cry 14, Intimidate Grazer 18, Snatch Up Booty 16, Fight in Darkness 17, Ambush 1.
Affinities:
Buzzard 13.
Weapons:
Bow 3, Horseman’s Flail 3
Armour:
Leather and Quill 1.
Horse: Night Vulture Horses are fiercely loyal; they act as followers in combat, Horse 17, they also have the skill of Frighten Enemy Horse 12.


If the Players easily defeat the Maklamor’s warriors, then they will be able to assist somewhere else on the battlefield. The following options are available:

  1. Defend the Women – Three vicious Unnek Contraries have surrounded a group of clanswomen, they are riding forwards, shouting niceties and trying to not kill their children! On the other hand, more precisely they are riding backwards, shouting abuse and trying to hit the children with clubs.
  2. Defend the Ritual – If the players reach the centre of the battle they find that the partitions surrounding the ritual have become transparent. The ritual has left the mortal plane and is now taking place in the Spirit world. Just as they are about to turn and leave three followers of Unnek with bright red skins attack, (Use Night Vulture statistics).
  3. Defending the Chieftain – The players will see a great throng of Unnek worshippers surrounding the chieftain, it looks as if he has been overcome, but as they get closer the whole seen explodes as Yu-Kargzant’s power surges through the chieftain and he annihilates the warriors surrounding him. They will then heat the screams of several women as they and their children are carried away. The players should not have lost faith in the chieftain or Great Spirit, and now darkness has stolen away daughters of La-Ungariant.
  4. Defending the Black Rider – The Black Rider’s hiding place is under attack. When the players reach the site, the attacking warriors flee. The Black Rider will be found dead, his throat and wrists slashed as if by claws...
Unnek ‘Crazy Bird’ Contraries
A group of wild degenerated Grazers, who pierce their faces and bodies with buzzard feathers and wear great tattered cloaks that look like wings. Their horses are also barded to look like night demons and birds
Keywords:
(ex) Grazer Contrary 15, Initiates of Unnek 13.
Significant Abilities:
Ride Backwards 17, Fight Backwards 15, Appear Confusing in Battle 15, Close Combat 55, Fanatical Charge 14, Be Contrary 17, Intimidate 17.
Affinities:
Buzzard 10.
Weapons:
Bow ^3, Horseman’s Flail ^3
Armour:
Leather and Quill ^1.
Horse:
Crazy Bird Horses are fiercely mad! They act as followers in combat, Mad Horse 17.

Aftermath: As dawn breaks, and Yu-Kargzant begins his fiery gallop across the heavens, the last of the Unnek warriors flees. Disappearing like the fading darkness. The ritual site is a field of carnage, the twisted bodies of horses, warriors, women and children lie everywhere. Almost one eighth of the clan is dead, the sound of mourning drifts through the morning air. In the centre of the now broken, ring of Yu-kargzant, the foaling ritual is still taking place. The chieftain rides around the ring, shouting words of morale and hope, just as the dawning sun brought to the people who survived the darkness. People begin to remember their parts in the ritual, continuing them with the hope that the foaling may bring life to their deceased relatives.

Scene 4: The Last Smote of Darkness

Key Points: As the dawn rises the players must undertake their part in the ritual. The shamans summon the Spirit of Black Man, who represents the Last Smote of Darkness, for the Son of Yu-Kargzant to defeat. However, the Black Rider has been killed and his soul has passed into Solace. The instead of the ‘weak’ darkness spirit that was expected a terrible daemon horse appears seeking revenge. The clan subdues the horse, but at great cost.

Setting: In the east Yu-Kargzant rises, mounted upon his fiery horse. A chanting can be heard from amongst the Shamans. ‘A smote of darkness! A smote of darkness! We see thee smote of Darkness, which curls through the fire like a treacherous serpent. Jardan! Jardan! Bring forth your spear and slay the darkness!’ The whole of the clan turn in on themselves, looking in the directions of Arandayla’s Ger. From within can be heard the screams of whinnies of the Goldeyes. The ritual ground is ablaze with magical fire and bathed in a golden light, but amongst the flames a pool of darkness is beginning to writhe and form beside the Horse Queen’s home.

Dan-El represents Jardan within the ritual and must fight the darkness that is forming. The shaman of Yu-Kargzant who stands behind the partitions has summoned the darkness from what he believes to be the soul of the Black Man. However the Black Man is dead, a fact that the players may or may not be aware of, in fact the darkness that is forming is being drawn from a much more sinister place. Jan-Karen should be prompted to follow the myth on her information sheet at this point and lead Dan-El / Jardan through the flames to the site of the darkness.

The greatest warrior Jardani of the clan, the Stallion Warriors, form a tight circle rhythmically banging their painted shields with their spear shafts and chanting in a deep resonant tone. As Chief’s son steps forward into the ring of Jardani, the whole circle dims and fills with Darkness, this is not what the son was expecting, even the chief appears a little uneasy at this development. Out of the impenetrable darkness, the players hear booming thunderbolts followed by the sight of flashes of sanguine lightning, the sounds of snorting nostrils, and an eerie whinnying not of this realm. Then the terrifying form of a monstrous black horse appears, rearing up on its hide legs its’ clawed feet sparking streams of red flame. The players may recognise it as a Diokos, one of the demon steeds of the Black Horse Riders.

The Chief realises that the black horse is a Diokos and commands his bravest Stallion Warriors to enter the circle of Darkness and overcome the Diokos. The Stallion Warriors fight bravely against the Diokos, but it is of great demonic power and many are thrown to the ground injured, while some are forever lost under its demonic plunges.

The Diokos
The Black Horse is a huge demonic creature, with the form of a horse, but it has razor sharp teeth and retractable claws. It is clad in black, evil looking metal barding of hellish origin. Around its neck hangs a thick chain, attached to which is a hell metal bound copy of the Black Horses Grimoire. This particular horse is a Senior Steed, that had dominated and controlled its rider and together they had fought in many battles. Its grief in losing such a faithful ‘pet’ has resulted in its attacks on the Goldbone Clan.

Physical Skills: Agile 20, Resist Rider 102, Run Fast 4, Run Long Distance 2, Strong 18, Breathe Fire 1 5, See In Dark 20, Terrify Natural Animals 5W, Resist Impaling Weapons 10w, Resist Pagan Magic 9W2, Claw and Bite 18 3, Large 18, Hear Noise 16.
Mental Skills
: Black Horse Troop Unit Traditions 1, Speak to Rider’s Mind 19, Cavalry Tactics 20, Rule of Sir Ethilrist 19.
Personality:
Wild 5.
Relationships:
to Rider 19, to Troop 20.
Magic: Grimoire (A History of my Black Horse Troop (Axe of Retribution blessing 10, Armour of the Faithful blessing 10, Iron Fang blessing 1W, Iron Hoof blessing 1w, Iron Hide blessing 20, Lance of Agony blessing 13, Resist Pagan God blessing 15, Resist Heathen Spirit blessing 13, Sword of Righteousness blessing 10)
Armour:
Thick Skinned 3, Hell Metal Barding 8


Contain the Diokos 35 – Herd Horses (-10), Drive prey (-10), Control Warhorse, Combat Skills. Severe injury, potential escape of the Diokos and subsequent attacks on innocents.


The Chief then calls forth the Shamans to use the magics of Arandayla and subdue the Diokos. One of the Shamans uses Mare Spirit in enhancing a beauteous Goldeye mare in an attempt to distract the Diokos, yet this only makes it more dangerous as it attempts to break the circle of Jardani and mount the mare. In the confusion, the Diokos kills the shaman of Arandayla with a single hoof blow. The Shamans then question the players to discover why this terrible darkness has come upon the clan

Undergo Shamanic Questioning 105 - Lie, Seduction (–10), Quick Wits, Relationship to clan, Fast-Talking (-5).


After other attempts to quell the dangerous creature the Shamans retire to their Ger, leaving the players and the other Jardani to contain the Diokos. After many hours, the Shamans return sullen faced and crying as they tell of their terrible insights from the Spirit World. The souls of the Goldeyes have been leapt upon and eaten by the Nightmare as they were born, oh woe! Only by returning the Black Horse to its proper place can the souls be released. The only way to calm the demon is to gain the aid of a great Grazer, simply known as Man of Fire and Iron, who lives in a Vendref village within the clan lands. The Man of Fire and Iron holds many secrets and he may be the only one who has the knowledge of how to fetter the terrible demon.

Scene 5: We’re off to see the Vendref

Key Points: The Players are assigned the many horses needed as a suitable gift for the Man of Fire and Iron, and directions of how to reach his abode. On the way, they must protect the gift from the predators of the Grazelands. If the Players do not drive off or defeat these predators it is highly unlikely that they will have enough horses to offer as a gift to the Man of Fire and Iron.

Setting: The rolling hills and wide valleys of Goldbone lands that soon give way to more unfamiliar territory of neighbouring clan lands.

Action: Travelling through the Goldbone clan lands the players at first feel at ease with such an easy task, the grass is green Yu-Kargzant smiles down on them from hid celestial pastures and they have plenty good food and drink to sustain them. They are comfortable with their journey and recognise all the landmarks within their grazing lands. It is only when they reach the edge of Goldbone that the landscape becomes unfamiliar, and they may start to worry.

Unfamiliar Territory (15) – Geography of the Grazelands, Recall Directions. Risk of becoming lost.

Davidall knows that the cost of Man of Fire and Irons magic is high and so he has donated twenty fine horses to his son from what remains of the clans herd. These horses are unruly and almost wild.

Control Herd (15) – Herd Horses, Speak to Horses, Command Horses, Riding (-7). Risk of losing horses.

As the group travels west at some stage close to dusk, or in the middle of the night they will be set upon by a wolf pack.

Wolf Pack – Fur1, Harry Prey 181 (180 APS), Run Fast 2, Scent Prey 2, Run down Prey 5 (120APS).

Wolf pack details and tactics of combat can be found on pages 87-88 of the Hero Wars! Narrators Book. Before the players reach the Vendref settlement, they will encounter a pack of ten Raptors. These vicious little dinosaurs are relatively fast moving, being able to run on their hind legs with their stiff tail held out behind them as a counterbalance. They have a colour pattern similar to the coat of a tiger, and like that animal, they are efficient carnivorous hunters. They travel in packs of six to a dozen members.

Raptor (Velociraptor scenicus) Kick 2 3, Scaly Hide 1, Corner Prey 15 (+15 APs/pack member), Jump 12, Run Fast 2, Spot Prey 15, Track by Scent 10

Combat Tactics: Raptor packs leap onto their prey, hold on with foreclaws and teeth and then disembowel them with the enlarged, sickle-shaped claws on the second toes of their hindfeet. Uniquely among non-magical reptiles, they have the intelligence to use efficient pack tactics, the lead animal in a pack being able to add the APs of its fellows to aid its Corner Prey ability. They mostly attack prey significantly larger than themselves, and all the members of the pack jump onto the same victim. Solitary raptors may go for smaller prey, but they are also likely to attack any sizeable animal that disturbs them. Against such smaller targets, the raptor attacks by standing on one leg and kicking with the other to slash the victim with its great claw.

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