Jennite Horsemen Hollow World Reference by Mischa Gelman and Cecil Cosman utilizing ideas by James Mishler and Paul Dooley as well Order of section one: History Gender Religion Age Domestic Relations/Leaders Social Status Justice Foreign Relations Diet Magic (inc. New Magical Items/Spells/Tattoist subsections) Entertainment HISTORY Jennite history traces its days all the way back to Blackmoorian times. With the revolt and rise of the Blackmoorians to important status, the Thonian Empire started to wane. Becoming more and more reliant on slaves to do the work of maintaining a semb lance of its former status, the slavers started looking further and further away. So it was that the Oltecs, far to the east, came in large numbers under the rule of the Thonians. The Thonians did not strike at the Oltec civilization's heart, but rather at the numerous colonization groups that kept coming within range of the slavers' reach. When the Blackmoorian cataclysm and near-destruction of the Thonians occurred, the damaged landscape of the former Empire now belonged to the slaves, who had been i n the majority numerically in the Thonians' last days of glory. Oltecs by this point were predominant, but Skandharians and Afridhi, Blackmoorians, Tanagoro and Azcans all were part of the remnants of the past that remained. Banding together in these bl eak days, they eventually formed one culture eventually, that of the Jennites. This culture was also heavily influenced by the Horsemen of Peshwah, then dying out as well from the effects of the cataclysmic events. From the Horsemen, the Oltecs and othe r former slaves learned the mastery of the horse as well as some of the magic and language of the Peshwah. By the time things had stabilized around 2700 BC, no trace of the original cultures had remained and the Jennite culture had formed. This culture , though, was divided in two - some Oltec colonizers had landed on the continent at the times after the Blackmoorian cataclysm, fleeing their own lands, while the Jeniite herders held the interior that had become theirs since the destruction of the Thonian Empire. These cultures intermingled to some extent but there were great tensions and the coastlanders became nothing of a concern at all to the dominant Jennite hordes, even as they were picking up Jennite cultural tendencies somewhat. Instrumental to teaching the coastlanders Jennite culture fully was a former horseland priestess named Tarastia who had fled her own tribe after finding it unjust. She helped save the coastlanders to a large extent, bringing them a code of justice to adhere to and lead ing them against her former peoples. If not for her, the coastlanders would likely have been totally obliterated. In 2449 BC, she vanished from the coast, then on her path to immortality, unknown at the time to the coastland Jennites. Tarastia, upon ac hieving immortality, made herself known to the inland Jennites and coastland Jennites, both of whom took up the worship (ironically the inland Jennites that she had fled became more loyal). The inland Jennites were strengthened by her clerical gifts to t heir priests and by her sense of justice. By 1900 BC, the inland Jennites had grown strong, become a true horse-based culture and become a major force with which to be reckoned, coming to dominate almost all of Skothar, coming to contain the descendants of their former slavelord Thonians into small sections of land. As the culture grew and became powerful though, it had devided. Having split apart into various 'tribal' groups after their becoming a horse-culture, these groups had themselves divided in philosophy and religion. One group, those who worshiped Tarastia, who had made them strong, had female warriors and still obeyed her strict rules of morality and justice. Others had strayed from the path, taking up the worship of Rathanos, who taught t hat women were inferior and should be kept isolated, not allowed to leave the confines of the tent unless every inch of skin was covered, including a veil over the face. This group had become less nomadic and more stationary, only mounting their horses w hen entering combat. They also had adopted polygamy, the use of incense and something called a 'blood brotherhood' which the authors of this tome do not deem appropriate to discuss. Naturally, these two cultures started to conflict, with the stronger Ta rastian culture eventually vanquishing the other in 1600 BC. The Tarastian culture though had suffered grievous losses and could not maintain its level of existance, especially with the slow rise again of the Thonians. Tarastia left the coastlanders, now fully Jennite, as well as some remnants of the tribes loyal to her, but moved the majority of them into the Hollow World to maintain their civilization. GENDER There is not gender equality among the Jennites, but nor is there domination by either gender. Men lead each tribe, but if they fall and no male descendant is old enough to take power the tribe is then led by the queen instead. If the king and queen ar e both gone and there is no old enough male descendant, a female descendant will be made queen (for more on the leadership, see Domestic Relations below). Women fight alongside the men and as capably as the male warriors of the tribes, though many men sti ll look upon them as worse combatants. Female warriors tend to be more focused on archery skills and are probably the finest archers in the Hollow World, better than the males, but the men are generally better at melee due to their greater weight and str ength. While all Jennite warriors are expected to be in good physical shape in terms of strength, very few are overweight, as they rely on agility for their archery and horseback tactics and as such need to be fairly light. Some tribes, especially those who stay near the three borders, have laws that state no female may marry until she has slain a foe in combat. If she never does, she can never be wed. No gender is barred from any of the few trades practiced by the Jennites. RELIGION All Jennites in the Hollow World worship Tarastia and follow her codes of law. The worship is rather different than that done of her by the Milenians to the west. All queens and princesses are considered priestesses of Tarastia, even if they are not in possession of clerical skills (that is, they belong to other classes). Clerics may be of any gender of course. They lead the ceremonies of the tribe, wearing special robes that have been passed down along the generations, dating back to pre-Hollow World days. These robes have been magically enchanted so that they act as leather armor+2 and do not deteriorate with the effects of age. The worship itself is done by rituals that have also been passed down by one generation to the next, weekly ceremonies of thanks to Tarastia and special celebrations for festive occasions. All Jennites celebrate the same festivals, commemorating great military victories achieved with the help of Tarastia and agricultural cycle-based festivals. The religion of the Jennites is a far cry from the sacrifical rituals common in primitive tribes like the Neathar as well as from the intellectual religion of the more civilized nations like the Kogolor or Milenians. No Jennite doubts the existance of Tarastia or that they are her chosen peoples. Some souls, held to be horribly misguided, believe there are other deities (those of the Nithians and Milenians are most commonly believed in) and worship them. These who worship others are not exiled from the tribe, just thought to have something wrong with them. Perhaps they fell off a horse and smacked their head too hard or they tried to use some magic beyond their talents..whatever the reason they are to be pitied. AGE Children are raised by their parents, who have total say as to discipline. Occasionally older children and other relatives look after the younger children when both parents are required elsewhere. Childhood is not a time for games but nor is it a time to be apprenticed into a trade to learn. It is simply a time of general learning of morals and culture. The elderly are looked to for advice and decision-making sometimes, but usually those in their prime are trusted more to make key decisions. The elderly who hold the most respect are those who are still capable in their age, having not declined with the times. An elderly person no longer of caring for themselves at all will be exiled from the camp so as not to take the scant resources from those in need. Both children and the elderly (as well as pregnant women, the injured or sick and 'soft' outsider guests) travel in very simple carts or huge wagons, that also transport heavier goods. These carts and wagons are drawn by domesticated aurochs so as not to place burden on the prized horses. All capable of riding a horse do so and the moment that a youth is trusted to ride into combat (and thus on a regular basis also) is the most prized one of the growing-up process. DOMESTIC RELATIONS/LEADERS Each tribe is led by a king (or less frequently as mentioned above, a queen) who makes the decisions for the tribe. They are advised by several of the more skilled warriors and more respected priests and priestesses. The king or queen can never be deth roned by the tribe as a whole, but if both king and queen are killed and there are no heirs (or if a single king or queen is killed and there are no heirs) a new king is proclaimed by a cleric of Tarastia (NOTE:Any cleric can make this proclomation. It is sometimes a genuine announcement by Tarastia, sometimes a political move, sometimes just a cleric deciding one man has the talent to lead a tribe). All kings' authority is held to derive from divine ordinance by Tarastia. Some pastures are generally associated with certain tribes and are left to those tribes for the agricultural seasons and the Jennite infighting is almost always associated with one tribe taking the pastures of another too many times. When a foreign force makes an invasion of their lands or when they seek to make war on another nation, the leaders of a number of clans (however many feel the risk/opportunity is great enough) meet and together form a strategy to deal with the oppositionary forces. Being royalty holds little privelege . Kings and queens fight alongside their tribe and are responsible for the entire welfare of the clan. Prince and princesses are trained like other Jennites, but seeing as how they could one day be leaders they are also taught how to properly lead by the ir parents. In times of serious trouble, all tribes unite under one great chief selected by the individual kings and queens. SOCIAL STATUS There is little of a social hierarchy among the Jennites. Other than the respect for royalty, it boils down to skill - combat skill, craftsmanship, magical talent, horsemanship...if you're very good at something, you'll get more respect. There is very little looking down at those without exceptional abilities though. JUSTICE As mentioned in the Hollow World boxed set, the Jennites have a very strong sense of justice. They still follow the rules Tarastia handed them in the Outer World, as well as some that have been handed on down to her clerics since the move to the Hollow one. All Jennites have some legal knowledge and the kings and war leaders generally study all the laws and how they function. Many non-leading Jennites do the same, to better understand the will of Tarastia. It is a harsh and pragmatic system, but fair and equal. The Law. The Pandect of Tarastia Tarastia has bestowed upon the Jennites four cornerstones to build their lives upon. Each Jennite strives to maintain a superior level of the Pandect. The Pandect of Tarastia consists of the following four topics: 1. Truth 2. Loyalty 3. Honor 4. Diligence Interpretation: The Clerics of Tarastia have come to believe and to teach that the Pandect means: 1. Truth: Justice will eventually prevail over all evils, including the evils of falsehoods. There is no point therefor in lying as Tarastia can see through the veils of deceit. Any person caught in a falsehood has their tongue removed as well as being branded with the symbol of the Pandect on their face. 2. Loyalty: The tribe is more important then any of it's members. It is important to look towards the well being of the tribe first then oneself second. If the tribe can not depend on a person how can it be right for a person to depend on the tribe. Punishment for treason to the tribe will result in death with the head of the offender being brought before the tribal leader as a token of final loyalty. 3. Honor: Any oath given is as timeless and unyielding as the stone the Pandect is inscribed on. To break ones oath or promise or to be less then desirable to the tribe in appearance or attitude. A person who does not uphold their honor is forced to undergo various punishments of dismemberment with a final ultimate option of banishment. 4. Diligence: A follower of Tarastia must be ever diligent in their pursuit of justice. No matter how long it takes for the justice to be delivered the Jennite seeking it should not falter in that pursuit. The same attitude is carried over into the work ethic. Any work done should be done in the most efficient manner until it is completed. Failure to be diligent in a pursuit of important goal may result in loss of honor or loyalty. Note: The Jennites do not believe that any person is unable to make amends for their lifestyle, therefore punishments of death are only reserved for acts of treason or oath breaking of oaths sworn before the tribal leader (this is a form of treason in a way). Most crimes are dealt with forms of punishment ranging from branding to dismemberment. A Jennite accused of a crime has the right to challenge the accuser to a duel that both parties must fight until someone yields although fights to the death are not uncommon. This may also be used to get out of an unsatisfactory or immoral contract. This duel is the final word on matters in the tribe and must be witnessed by the tribal leader as well as a cleric of Tarastia. Should this right be called upon between members of two different tribes it is the duty of the leader of the two tribes tribe to fight as well. Often these duels turn into skirmishes between entire tribes. It is customary for the looser of any duel in the Jennite Holdings to loose his left hand should he loose a one on one duel. If, for example, a Jennite warrior must be saved from one on one combat by another Jennite they must immediately take it upon them selves to cut off their left hand. The Jennite in this battle must call upon the aid of another for this to be forced upon him. No Jennite will enter interrupt a single melee without a call for aid under penalty of loosing their right hand. FOREIGN RELATIONS The Jennites war with all three of their neighbors and also trade with both empires. The relationship with the Milenians is even more love-hate than the one with the Nithians. The Milenians greatly respect Jennite craftsmanship and consider their works of art unparalleled. Similarily, they have great disdain for 'barbaric' habits like women fighting in combat or execution of prisoners. The Jennites likewise view the Milenians in a mixed light. They greatly respect the fact that the Milenians are the ir only neighbors who have seen the wisdom of Tarastia and worship her but they find the Milenian polytheism and living in one location always to be totally wrong-headed. The Milenian use of captured Jennites as slaves angers the Jennites to no small extent. Similarily, the Jennite practice of executing Milenian prisoners angers the Milenians. While their styles of worship differ greatly, there is often close contact between the Milenian church of Tarastia and the Jennites. The church often defends Jen nites in political debates in Milenia and with the emergence of the church as the leading body of Phos the Jennites have gotten more defenders in the Milenian lands. Jennite trade is usually conducted by barter rather than direct buying and selling, wheth er dealing with the Milenians or Nithians. Jennites usually get gold and silver and other goods not in their lands or that they have the skill to make (weapons are common too) while often sending art objects and occasionally agricultural products over to the Milenians in return. DIET Living off the land is the way the Jennites get their food. They eat the meat from their auroch-herds, the wheat and barley from their fields and often hunt small game such as rabbits. They are no fans of the fancy meals served in the Milenian and Nith ian cities, seeing food as sustenance and little else. MAGIC The Jennite society is not one dominated by magic but nor are they fearful of magic the way the Antalians are. The Jennites have no term for wizard - their word best translates into 'sooth-sayer' in most other languages. This is due to their main use of magic - to tell the future. The sooth-sayer employs a bundle of twigs (all reputedly magical, though some are just wood) for this purpose. Many sooth-sayers come from the families in which such powers supposedly run. The ancestors of such families we re supposedly inflicted with a curse that took them out of the natural scheme of things when they tried to plunder a shrine of Tarastia centuries ago. The members of these families who are deemed to be sooth-sayers speak in high-pitched voices as part of their unnaturalness and wear the kind of symbol-covered robes one associates with wizards of the arcane. False sooth-sayers can expect no mercy from their tribesmen and if their predictions lead to disaster are executed by the tribe. A wrong prediction without terrible consequences can still lead to exile from a tribe. Other 'typical' magic-users are also found among the Jennites of course as can other types of not so typical mages. No great respect is given to any wielder of magic unless they are ve ry skilled, certainly less respect than similarily powered priests would get. (NOTE:The Sooth-sayers were capable of divination spells in the Outer World but due to the Spell of Preservation lost these spells. Now it's all guesswork, much like an astrologer in our world) MAGICAL ITEMS/SPELLS Apart from the typical spells and magical items common to all nations and civilizations, there are some that are only found among the Jennites. Crafting of magical items is not irregular among the Jennite tribes. NEW MAGICAL ITEMS Antlered Mask - this is a variety of horse-armor, a mask worn over the head of some Jennite steed. Different types of masks are found, but the most common type is one mounted with antlers like those found on a stag. If these masks are properly blessed/enchanted, they provide the horse with the additional speed of a stag, enabling them to move much more rapidly when need be. The horse still tires just as quickly though and the power only activates itself in times of danger (though no limit on number of times per day). Horseshoes of flight - (NOTE:All magical shoes that exist for humanoids can be found in horse varieties among the Jennites) Very rare even among the Jennites, horseshoes of flight are considered a great treasure to possess. They allow a horse to fly at half its normal walking rate for one turn per level of the item's creator (typically 25 turns). Owners of such items are typically employed as scouts or to counter the flying mounts of the Milenians. Arrows of infection - Arrows of infection operate similar to most arrows, but cause a minor disease to settle in over the wound inflected preventing the wounds from healing naturally. Only mystical means can be used to cure this infection (NOTE:The mystic class's ability to heal self is included as are Cure Disease spells). Arrows of sharpness - Arrows so enchanted that they inflict much more damage than possible normally. Roll a d4+1 and multiply this by what the arrow's damage should be to calculate the actual harm done. If the DM includes critical wounds or crippling blows, such arrows have double the normal chance to inflict such wounds. Erilag's bow - A blessing and a curse combined in one, this is a unique and very odd item. If a remove curse is cast on this item, the curse is removed alongside the attached blessing. The bow gives an added +2 to hit and damage but subtracts 20/30/40 from the range of the archer. When an arrow is fired from a bow of Erilag, roll d10. On a 1-3, the damage done is doubled (if the shot hits). On a 4-5, the arrow automatically hits but does minimal damage (the +2 from the bow is included). On a 6, the arrow transforms into a Rock Python snake in mid-flight (if a hit is scored, the python's damage is applied and the snake will continue to hinder the target). On a 7-10, conduct the shot normally. Everfull Gorytus (combination bow-case/quiver described in Combat section) - As the name implies, this is a gorytus which always has an arrow or bow ready for use. Any magical or poisoned or blessed arrow placed in this quiver becomes a plain old arrow though any bow placed in retains charms. If it used to produce bows, they too come out as a standard non-magical Jennite bow. Tokens of Luck. Being a very superstitious people the Jennites have developed a form of magic to help them deal with the supernatural. These items often take the form of jewelry (pins, rings, brooches, pendants, etc.) These items usually have bestowed up on them a slight magical energy that grants a single boon of some sort. Possibly single events may include, +1 to a die roll, +1 to AC for one attack or A second chance at a saving throw. Once the token has been used once it looses it's magical nature. Tokens of Fate. These items possibly controlled or created by the soothsayers of the Jennites also take the form of jewelry. The wearers of these tokens are smiled upon by Tarista and usually end up in the right place at the right time. If a wearer of t his item is forced to choose from a group of random outcomes the most beneficial will be chosen. These items have 1d4 charges on them. Once the charges are used the item is no longer magical. Tokens of Sight. These magical items take the form of necklaces made of various precious metals. The wearer of these rare items do not undergo any penalty for long range missile attacks. NOTE:Many other types of enchanted arrows and jewelry are also found among the Jennites, too many to list here NEW PRIEST SPELLS Guardian of the Dead Level:5 Range: 1 burial mound Duration:2 years per level of caster - As the Jennites give the dead great honor and they fear ransacking of burial mounds (See the Burial section later) they often put up mystical defenses to protect the dead and their possessions. This spell is only castable after a long ritual that take s 5 hours. The entire burial mound is infused with the defensive magics of Tarastia, creating a number of effects for the duration of the spell. Firstly, the tomb can not be detected normally except by family members or clerics of Tarastia - otherwise magic must be employed. Secondly, any coming to the area with evil intents is attacked by two spectres or eight topis (see X8 or DMR2). Third, anyone trying to defile the bodies or thieve an item causes an electric field to form in the mound causing d4 d amage per round to all present for 10 rounds. The second and third effects only activate themselves once the entire duration of the casting - if they have been set off once, they will not come out again.. Sense Falseness Level:6 Range:40' Duration:1 round per level of caster - The clerical version of a lie detector. If the target of this spell knows themselves to be lying, the cleric will know. There is no saving throw. If the target of the spell has been misled themselves and believes themselves to be honest though this information will not come out nor can the priest get by a Mind Barrier spell (if the target had somehow been able to learn this spell in the Hollow World and had cast it). If a cleric casting it does run into a Mind Barrier, they will perceive ALL answers of the target to be true. NEW SPECIALTY MAGE The Tatooist - Jennites often tattoo themselves (see Clothing/Appearance section). Little do outsiders know that such tattoos can often be magical! A variety of effects can be enplaced by a specialty mage known as a Tatooist, who is described here. Benefits:Tatooist only require a 13 INT, as opposed to the 16 usually required for a Hollow World spellcaster. Tatooists have access to a variety of magical tattooing spells described at the end of this HWR. Tatooists use the Saving Throw tables of a priest. Problems:No non-Tattooist can have more than 2 magical tattoos at one time and no effect can be placed twice on any one being. No Tattoist may have more than 5 magical tattoos at any one time. Tattooists can cast standard magic-user spells, but learn them at much slower rates. Spell Chart (Tatoos castable daily listed first,mage spells second) 1 2 3 4 5 6 7 8 9 1 1 - - - - - - - - 2 2/1 - - - - - - - - 3 2/1 1 - - - - - - - 4 2/2 1 - - - - - - - 5 2/2 2 - - - - - - - 6 3/2 2 1 - - - - - - 7 3/2 2 2 - - - - - - 8 3/2 2/1 2 1 - - - - - 9 3/2 2/1 2 2 - - - - - 10 3/2 2/2 2/1 2 1 - - - - 11 3/3 3/2 2/1 2 2 - - - - 12 3/3 3/2 2/1 2 2 1 - - - 13 3/3 3/2 3/2 2 2 1 - - - 14 4/3 3/2 3/2 2/1 2 2 - - - 15 4/3 3/2 3/2 2/1 2 2 1 - - 16 4/3 4/2 3/2 2/2 2 2 2 - - 17 4/3 4/3 3/2 3/2 2 2 2 1 - 18 4/3 4/3 3/2 3/2 2/1 2 2 1 - 19 4/3 4/3 4/2 3/2 2/1 2 2 2 - 20 4/4 4/3 4/3 3/2 2/1 2 2 2 1 21 4/4 4/3 4/3 3/2 2/2 2/1 2 2 1 22 4/4 4/4 4/3 4/2 3/2 2/1 2 2 1 23 4/4 4/4 4/3 4/2 4/2 2/2 2 2 2 24 5/4 4/4 4/3 4/3 4/2 3/2 2 2 2 25 5/4 4/4 4/3 4/3 4/3 4/2 3 2 2 26 5/4 4/4 4/4 4/3 4/3 4/2 3/1 2 2 27 5/4 5/4 4/4 4/3 4/3 4/2 4/1 3 2 28 5/4 5/4 5/4 4/4 4/3 4/3 4/2 3 3 29 5/4 5/4 5/4 4/4 4/3 4/3 4/2 3/1 3 30 5/4 5/4 5/4 5/4 4/3 4/3 4/2 4/1 3 31 6/4 5/4 5/4 5/4 5/3 4/3 4/3 4/1 4 32 6/4 5/4 5/4 5/4 5/4 5/3 4/3 4/2 4/1 33 6/4 6/4 5/4 5/4 5/4 5/4 5/3 4/2 4/1 34 7/5 6/4 5/4 5/4 5/4 5/4 5/4 5/2 5/1 35 7/5 6/5 6/4 5/4 5/4 5/4 5/4 5/3 5/1 36 7/5 6/5 6/4 5/4 5/4 5/4 5/4 5/4 5/2 Customs:Tattooists often cover themselves with all sorts of tattoos of all sorts of colors and styles and are very distinguishable from other Jennites, even those who are freqent objects of their work. The Tattoists have a set of phrases they use to comm unicate with one another that few other Jennites can understand and no non-Jennties can comprehend. Cultural Weapons:Axe/hand,dagger,bow/long (special) Cultural Armor:Leather armor ENTERTAINMENT No fancy-schmancy operettas for the Jennites. Instead, they love to wrestle, drink and hunt for enjoyment. Contests are also common, whether weapon-skill or riding ones (many equestrian type contests occur obviously). The Jennites occasionally play mu sic, favoring the flute or lyrical pieces. Also simple percussion instruments made of stretched auroch-hide are used. The most 'intellectual' of Jennite entertainments is a fancy board-game they play. The boards are simple wood, but covered with a vari ety of designs and drawings each of which is integral to the game and which are in a series of interlying squares, designed as such (excuse my poor artwork:) The figures differ from board AAAAAAAAAAAAAAAAAAA to board but the outmost square ABBBBBBBBBBBBBBBBBA is always stags, the second ABCCCCCCCCCCCCCCCBA square ('B') is diamonds and ABCDDDDDDDDDDDDDCBA each 'C' would be a horseman. ABCDEEEEEEEEEEEDCBA Boards differ in size, the ABCDEFFFFFFFFFEDCBA larger ones home to more ABCDEFGGGGGGGFEDCBA complex and longer games. ABCDEFGHHHHHGFEDCBA ABCDEFGHIJJIGFEDCBA ABCDEFGHHHHHGFEDCBA ABCDEFGGGGGGGFEDCBA ABCDEFFFFFFFFFEDCBA ABCDEEEEEEEEEEEDCBA ABCDDDDDDDDDDDDDCBA ABCCCCCCCCCCCCCCCBA ABBBBBBBBBBBBBBBBBA AAAAAAAAAAAAAAAAAAA These boards are often liked by outsiders for their design, not understanding the complex game played on them.