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The Horse Clan

by John Sheppard

The horse clan is a loose confederacy of Steppe Nomads. Also known as the Ranchers of Helmuth and the Saddle Camps, the Clan makes its living from the herding of horses and other cattle, and from working in the pay of other clans as mercenaries. The ranchers possess an uncanny ability to ride almost any animal that can be ridden. They follow different migratory patterns from year to year, always arriving at the time of the Autumn Equinox at the Dark Horse Ferry Keep to elect the Great Hun, leader of all the Saddlecamps for the coming year. Noted for their ability as Cavalry, the Horse Clan is in great demand as a mercenary force and the Great Hun gains his wealth from selling the services of the clan to the highest bidder.

Faith

The Saddle Camps worship the God El Elyion. True believers wear a large horseshoe nail and a hammer on a chain around their neck. They believe that El Elyion took the form of a man known as the Palmyran and walked among the peoples of the world, teaching a message of hope and peace based on faith before he was cruelly executed by the High Priests of Thymus, the seven headed serpent. Most true believers believe the Palmyran will return in his guise as El Elyion and will be proceeded by the Four Horseman of the Apocalypse, who will prepare the World for the final Judgment.

Boons

Expertise - The ranchers have uncanny control over any animal that can be ridden. They are especially communicative with horses but have been known to domesticate and ride the wildest of camels, asses, donkeys, and even elephants. The Great Hun Algosto was said to have tamed and ridden a dragon

Cavalry - The Ranchers have mastered the art of mounted warfare. They fight equally well as heavy cavalry or mounted archers. Their composite bows have a very powerful tension and only a few who have not grown up in the saddle camps have ever been able to string one. An arrow shot by such a bow has been know to penetrate an inch of plate armor. Non Elite infantry who face a charge by Rancher heavy cavalry in the open are often filled with such fear that they frequently break ranks and run.

Anathema

Ranchers consider the practitioners of the Dark Arts to be anathema and have no love for magicians. As a people of honor they also have no use for assassins. Horse thieves and cattle rustlers are put to death in the most cruel fashion.

History

The Ranchers have long been wanderers leading their cattle and horses from one rich grassland to the next. It is said that once they were Lords of their own kingdom long ago on fair Aisle S'marinais (The Isle of Seven Kingdoms) before it sank beneath the waves of the Western Sea. Legend says that it was they who provided the magnificent mounts of the Knightsboran Chevaliers lead by the Kings Gareth I and Francis the Great who overthrew the Black Arts of the Kings of Tyme.

None of their former splendor now remains. A few of the Ranchers have established keeps and keep their cattle and horses in kraals tended by mounted men at arms. The majority of their lords stay in temporary dwellings made of leather and wood, a collection of which are known as the saddle camps. The Lord of the Camp is known as the Hunni and he usually has 25-50 lieutenants under him, who have sworn an oath of fealty to provide the camp with 15-60 riders in time of war, depending upon their wealth.

During times of Peace, the lieutenants try to increase their own herds and send out scouts to find the best grasslands. The women and children work small plots of quick growing vegetables, such as radishes, in the areas surrounding the saddlecamp. They learn to make cheese from cow and mare's milk and plant fruit trees and berry bushes at campsites likely to be visited by the saddle camp in the future. The Hunni will pay the Guilds of the various settlements and towns to whom he sells his horses and cattle to take Rancher children on as apprentices in the various skilled trades. The children work for seven years, then return to the Hunni's household where they are given places of honor. Most young men acquire the skills of blacksmithing and leather working without joining a guild, as all are responsible for the upkeep of their mounts and saddle dressing.

Once a year, at the Autumn Equinox, the various saddle camps meet at the keep of the Dark Horse Ferry. After a week of feasting, jousting, and official judicial proceedings, each saddle camp elects a new Hunni. On the last day of the Feast, the new Hunnii elect the Grand Hun who will remain in the keep with his herds and his household for the next year and will be the official arbitrator in any disputes between saddle camps. He will also hold embassies with foreign clans and will be the ultimate judge when deciding whether or not to make war.

Allies

The Ranchers usually keep to themselves, unless attacked or if their service as mercenaries is purchased from the Great Hun.

Enemies

In the latter times, legend says that the Ranchers were enemies with the Dark Lords of Tyme and the Assassins of Keristan. Since the Isle of Seven Kingdoms sank and the Horse Clans came to this land, they have kept to themselves and have no real enemies.

Previews - Fiction - Scenarios - Cults - Miscellany