riders are animist worshipers of the Sun and the spirits around
them. Their religion, or tradition, is led by the shamans of Kargzant
and of ma-Tamara, the Sun and the Moon.
the Sun as the bringer of life and vanquisher of the dark. They
emulate Kargzant's ways by travelling across the steppe rather than
settling in any one place.
the Earth Mare by not marring her skin, the ground with the plow.
They will harvest natural grains and fruits but detest the thought
of planned agriculture. They will scatter seeds of plants they like
across the plains around their campsites so that they will grow
there, but they will not nurture them in any way.
religion is deeply personal with few communal ceremonies. Each person
communes with their spirits on their own seeking advice and aid
from the shamans as needed.
recognise two paths through life, the Path of Fire and the Path
of Earth. There are many practises within the paths. The core practices
for the Path of Fire are The Hunter Practice, The Watcher, the Pan,
the Elder, followed by the Riders, Warriors, Leaders and Elders
respectively. The Path of Earth's core practices are The Hunter,
The Mother, The Teacher and the Elder.
are followed by each age group among the Char-Un, thus the Riders
follow The Hunter while the Leaders follow The Pan. As a Char-Un
passes from one age group to another he will change practices to
match. A Rider who completes his tests to be a Warrior will join
Watcher practice. He will no longer be able to gain new Hunter fetishes
or talents or change his existing fetishes. But he will not lose
For the Char-Un
everything around them represents Kargzant's wisdom and presence,
even their gers. The ger is not only the centre of the universe,
but also a microcosm within it. In fact, it is a map of the universe
at large, and the vault of the heavens is reflected in the arched
shape of the interior of the ger roof. The entrance always faces
the south, since that is the front of the ger. The north side, located
behind the fire, is the most honourable spot in the ger. It is here
that the sacred objects, shrines and other religious images are
placed on a table. The sitting place next to the shine is the most
honoured and is occupied by elders, chiefs, shamans, or other respected
guests. The right, west, side is the male side, and is the sitting
place for men and storage place for men's tools, saddles and bows.
The left, east, side is the sitting place for women, and cooking
utensils, cradleboards, and other women's objects are placed there.
Since the southern side is the least honoured spot, young people
are usually seated on the southern part of the left and right sides.
"sunwise," in a clockwise direction. The reason why this
is regarded as the path of the sun becomes readily apparent if one
watches the track traced by the circular patch of sunlight entering
through the smoke hole through the day. Whenever moving inside the
ger, one must always move in a sunwise direction. This same movement
is also required in shamanic dances, worship, and ritual.
Other Side and Afterlife
Kargzant's realm is the rolling verdant steppe of the Wandering
Sun in the Spirit World. The Sun Stallion rules the Steppe with
ma-Tamara. After death Kargzant's worshipers fight and hunt with
Kargzant and his sons against great spirit foes.
Char-Un are members of the Kargzant Tradition. Tradition members
make offerings to Kargzant and his array of companions and servants.
Any fetishes they obtain are one use, as described in the rules,
and may be refilled by approaching a shaman with a gift and offering.
Shamen will not change the ability provided by a fetish for such
worshippers. Fetishes are generally only available for abilities
gained from Kargzant's Traditional Spirits.
Tradition Magic Keyword
Membership Requirements: Must be willing to worship Kargzant.
Mental Abilities: Kargzant Tradition Knowledge.
Virtues: None particular.
Tradition Spirits: Horse Spirits
Fetishes: Worshippers receive one-use fetishes from shamans
at double the normal hero point cost.
Most Char-Un are dedicated members of one of the core practices.
These people are similar to a god's initiates. Dedicated practitioners
pay the normal price to obtain fetishes or integrate spirits. They
can perform the proper rituals between episodes to change the ability
provided by any fetish, even one that can be used multiple times.
They do not need the assistance of a shaman to do this.
and spirits vary by practice.
Physical Abilities: Craft Fetish
Magic: Member [practice] practice.
Core Practices: The Hunter, The Watcher, The Pan, The Elder,
The Mother, The Teacher.
Sun-Speakers lead the Char-Un spiritually. They commune with the
spirits and the ancestors and guide the Char-Un in their interactions
with the Spirit World. Sun-Speakers recognise other Char-Un who
have fetches and guide their lives until they are ready for their
Spirit Horse to be awakened.
Must have a fetch that can be awakened and already be a member of
the Kargzant Tradition.
Physical Abilities: Drumming
Mental Abilities: Intimidate
Shamanic Abilities: Ride Spirit Horse (Spirit World Travel),
Shamanic Escape, Spirit Sight, Spirit Combat
Medicine Bundle: Each shaman returns from the Spirit World
for the first time with his medicine bundle, which he uses to worship
and call forth his fetch. The contents vary depending on the shaman
and his relationship to his Spirit Horse, all contain different
types of feathers, pieces of amber, horse teeth, sun-bleached grass
and other sacred items. All are tightly wrapped in felt and wound
round with horse sinews.
Core Practice: Sun Stallion (Male) or Moon Mare (Female)
Standard of Living: Prosperous.
Equipment: Drum, Ritual Equipment, Riding Horse.
There are many practices within the tradition, and worshippers generally
progress through the core practices as they move through life. They
may well take part in the rites of some or many of the other practices,
but do not delve into their specific secrets. Thus, a Warrior who
always observes Sunishi's rites might also take part in some within
the Folien practice if he has to face darkmen. Thus, Char-Un Tradition
Knowledge may replace a Relationship with any of the tradition's
practices, albeit with a penalty of -6.
A practice may
be seen as a cult by a theist as it is worship that is directed
to a specific great spirit and his followers. A core practice is
one that is essential and central to the tradition; it defines the
The Sun Stallion
Kargzant is the most powerful spirit in the Char-Un tradition. He
is the Sun Stallion, the source of fire, the Guide and the Life
Giver. He rides through the sky by day and shows the slain to the
Steppe of the Wandering Sun at night, returning again in the morning
with the promise of another day. Kargzant is served by a herd of
stars, planets, horses and other spirits.
Ancestor Spirits (provide advice, Abilities or personality traits)
Fire Spirits (typically provide Fiery Arrows, Burning Aura, Flaming
Blades, Bright Light)
Hawk Spirits (typically includes See Far, Fly, See From Above)
Stallion Spirits (typical spirits include Run Far, Run on Wind,
Horizon Leap, Mount Mare, Strength of the Stallion)
Spirit Allies: Horse Spirits.
Fetch: Hawk or Stallion Spirits.
Fetish: Shamans use bones, feathers and medicine bundles
made of horsehide.
Secret: Channel Clan Ancestor (Heroform a clan ancestor)
Ride 7w3, Archery 15w2, Close Combat 12w2.
ma-Tamara is the red mare that grazes the sky overhead and watches
over the People. She is seen as the moon to outsiders. She is the
Moon Mare, the daughter of Lorest the Earth and wife of Kargzant
the Sun Stallion. ma-Tamara is the patroness of women, mares, mothers,
homes and vengeance.
Ancestor Spirits (provide advice, Abilities or personality traits)
Earth Spirits (typically provide Healing Poultice, Verdant Pasture,
Endurance of Stone, Warm Ground)
Mare Spirits (typically includes Run Far, Fertility, Horizon Leap,
Grace in Motion)
Lunar Spirits (typical spirits include Madness, Blast Mind, Recognise
Spirit Allies: Horse Spirits.
Fetch: Mare or Night Hawk Spirits.
Fetish: Shamans use braided horsehair, painted sigils and
medicine bundles made from horsehide.
Secret: Empassion Husband (Acts like an integrated passion
spirit for all attempts to motivate your husband)
Other Connections: ma-Tamara shamans are friendly with the
Disadvantages: Subservient to men unless on the Path of Fire,
may not deal with spirits other than those of earth or moon. Considered
primitive and barbaric by most Lunars. Lunar spirits are subject
to the Lunar cycle.
Morgzil shares his secrets with all men in the nation. He watches
over young men especially and blesses archers, hunters and herders.
He is the best hunter in Kargzant's camp and is the lo-Pan of the
Hunting Spirits; shamans seek him out for those spirits. Every day
Morgzil wanders the sky seeking prey and dangers to Kargzant's herds.
This is the practice joined by all Riders.
Hunting Spirits (these typically include Find Pasture, Find Water,
Ride Quietly, Smell Prey, See Invisible Tracks)
Sunishi is Kargzant's bodyguard. He is the patron of Warriors, Father
of fathers and the Rearing Stallion. He rides across the sky every
night keeping watch for his foes and a silent vigil over the People.
This is the practice joined by Warriors.
Fighting Spirits (typically include Scything Blade, Arrow Fly True,
Sun Shield, Burning Lance, Spirit Blade)
Valour Spirits (typically passion spirits, also Terrifying Howl,
Panishi was the son of Kargzant and ma-Tamara and the Father of
the Char-Un People. He is the patron of the chiefs and warleaders
and gave his name to the tribal leaders, the lo-Pans and the ur-Pan.
Panishi's tent is in the centre of the sky. This is the practice
joined by Leaders.
Community (Sooth Anger, Appease Woman, Sense unrest, Voice of command)
Rule Well (Shame Warrior, Inspire Clansman, Carrying Voice, Justice,
Bornad is the chief counsellor to Kargzant. He has accumulated great
knowledge at his pan's side and has seen every corner of the sky
from the back of his white horse. He follows Kargzant's path through
the sky. This is the practice joined by Elders.
Know Stellar Object, Know Stellar Spirit.
Stellar Spirits (typically give advice or spy on the Middle World)
These are other spirits and practices that the Char-Un worship.
After ma-Tamara rose again into the sky to join her husband, a warrior
came from the Moon Realm and showed the women of the People that
the Path of Fire was open to them as well. This is the practice
joined by female Warriors.
Fighting Spirits (typically include Moon Blade, Burning Arrow, Stone
Skin, True Strike Lance)
Vengeance Spirits (passion spirits)
Disadvantages: Frowned upon by more traditional women and
sneered at by male Warriors.