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The Horse-Masher
Introduction
The Hordes series presents a number of Barbarian
tribes for use in your fantasy D20
campaigns. Each release
provides you with information
about the tribe, sample NPCs and
a prestige class for use with that
tribe.
In this edition: The Horse-Masher
tribe, barbaric riders of the
plains.
Habitat
The Horse-Masher tribe needs
to be in plains or light forest
since they are horse nomads.
As the tribe is written, they are
a large population and should
be in an uncontrolled frontier or
some other section of land not
owned by a major nation. With
slight modification, it would
be possible to place the Horse-
Mashers in a desert, but they
are best used in more temperate
climates where they can act as a major tribal
power.
Written by: Justin S. Bow
Editing and Layout: Gareth-Michael Skarka
History
Horse-Masher mythology claims that the tribe was
born from the joining of the First Stallion with Mother
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Earth. Since that time they have flourished on their
lands, running their herds and defending against all
comers.
Horse-Masher territory is very stable, with
surrounding tribes recognizing their claim to the
land. This is primarily because the Horse-Mashers
are large enough to enforce their ownership if any
of their neighbors should decide to ignore the tribal
boundaries. The Horse-Mashers are semi-nomadic,
herding horses and sheep from place to place
throughout their territory during most of the year.
Their herding activities are supplemented heavily with
hunting and gathering of wild vegetables. The tribe
engages in limited farming, mostly of root vegetables
like potatoes, carrots, and turnips, some leaf
vegetables and herbs, and are surprisingly invested in
fruit orchards. Each summer camp has a small mixed
orchard and the main winter camp of the tribe has a
very large communal orchard.
As far as anyone knows, this story may be the true
origin of the Horse-Mashers, but it is more likely that
they migrated to their current lands from the West a
few hundred years ago. No matter what the truth of
their past may be, the members of the tribe believe
implicitly in their oral histories and their descent from,
and brotherhood with, the horses they keep.
Culture
The Horse-Masher tribe numbers about 3000 total.
Of that, about 1200 are warriors of the tribe, with
another 1000 or so semi-trained for combat and the
remaining 800 tribesmen being too young or too old
to be of any real use in a fight. The overall alignment
of the Horse-Mashers is Chaotic Neutral with a fair
number of Chaotic Good tribe members, a handful
of Neutral persons and the occasional member of
another alignment. Evil characters are not welcome in
the Horse-Masher tribe, but as long as their unsavory
activities are directed only at outsiders, they may be
tolerated. Lawful characters and, to a lesser extent,
Neutral Good and Neutral Evil characters find the
state of barely controlled chaos that exists in the
Horse-Masher tribe off-putting and are likely to
leave in order to find their way in the wider world.
Those who leave the tribe for reasons other than exile
are welcome to return and are treated well by their
families. Lawful characters are considered stuffy
and are disliked, but are not killed or exiled for their
alignment. Tribemembers who commit a blood-crime
against another Horse-Masher are usually killed,
sometimes after torture depending on the severity of
the crime.
The tribal “winter camp” is actually used year-
round by a small portion of the Horse-Mashers,
mainly the chief and his war-leaders and from 50 to
100 tribemembers. The camp itself is a dirt and log
barricade surrounding sod houses and is big enough to
accomodate the whole tribe in winter.
Summer dwellings of the Horse-Mashers are semi-
permanent structures made of log poles covered in
brush. Each clan in the tribe returns to the same camp
annually and that area is considered to loosely belong
to the clan.
The Horse-Mashers are indifferent craftsmen in
most instances. They depend on trade and raiding to
get complex armor and most magic items. They are
capable of making fairly good quality weapons but
must trade for the raw materials necessary to forge
them. Where the Horse-Mashers really excel is in the
making of leather goods including saddle and tack.
The tribe has a number of highly skilled leather-
workers and Horse-Masher leather goods are sought
after by merchants.
The Horse-Mashers are flourishing as a tribe and
their population is steadily growing. Their numbers
will double in another 10 years with growth slowing
afterwards as they press against neighboring tribal
territories. The overall tribe consists of a number of
smaller clans made up of extended family units. Each
clan has a signifier name based on the founder of the
clan. Adoption and shifting between clans is fairly
common, but in theory the clan structure helps keep
track of lineage.
The true passion of the tribe is horse-breeding. The
claim is that the men of the Horse-Mashers are so big
that they need specially bred horses--normal horses
will simply break under their massive thews. This is
patently untrue, but Horse-Masher horses are superior
in speed, strength, breeding, and endurance. As such,
traders come from great distances to acquire Horse-
Masher steeds and are willing to pay very fine prices.
Conversely, the Horse-Mashers are willing to pay
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handsomely if a stranger’s horse catches their eye as
they are always looking to improve their breeding
stock.
gain access to their breeding stock.
Tribal shamen are highly respected in Horse-Masher
society, but outside gods are usually considered weak
unless they are gods of combat and strength. Outside
gods and their representatives are respected, but
treated as rivals to the gods of the tribe. New gods
are acquired occasionally from travelers or passing
adventurers, especially those gods who resemble
already existing tribal gods. Evil gods are eschewed
and evil clerics killed unless the god is one of battle, in
which case it may be adopted by the tribe and offered
propitiation. However, it is more likely that the evil
deity will be considered an enemy of the tribal gods
and its representatives enthusiastically attacked on
sight.
Horses are the most likely thing for a Horse-Masher
to steal from a visiting merchant, although vulnerable-
looking caravans may be attacked by a raiding
party for other goods. In either case, the goal of the
tribesmen is theft, not murder, and they will take only
a portion of the caravan’s goods. After all, they have
no desire to permanently scare away traders.
An effective way to ensure safe passage through
Horse-Masher territory is to offer the nearest clan
chief a handsome “gift.” This gift should include a
superior offering for transmittal to the tribal chief and
be of moderate value. Perhaps in the range of two to
three thousand gold total for large caravans, ranging
down in value based on the size of the caravan and the
goods carried. Such a gift usually buys safe passage,
though additional gifts may be needed if the caravan
is passing through the territory of multiple clans.
Small gifts are also expected if a merchant stops and
trades with the Horse-Mashers, but in these instances
reciprocal gifts are offered by the tribe, often of
greater value than the gifts given by the merchant.
Arcane magic is feared as an unnatural, dangerous
force. Practitioners of the arcane arts are
simultaneously considered soft weaklings and feared
for their supernatural powers. No magician receives
a warm welcome from the Horse-Mashers, but they
are rarely attacked unless they provoke the tribe’s
warriors. Wizards, with their books, are considered
the lowest of the low, but sorcerors are treated nearly
as poorly. Magicians traveling through Horse-Masher
territory are watched suspiciously until they leave and
are encouraged to make their visit as brief as possible.
It is not unheard of for arcanists to disappear on lonely
nights in the Horse-Masher wilds. The tribe’s warriors
are occasionally surprised by a target who is more
powerful than they initially appeared, the attempted
murder of the arcanist ending with casualties among
the barbarians and a general rout.
Horse-Masher culture is complex and chaotic.
Personal status is tied up with clan status and a
particularly admired individual can make life better for
everyone he is related to simply by force of reputation.
The most respected traits in Horse-Masher society
are strength, speed, and the ability to handle a horse.
Combat skill, both mounted and on foot, is considered
to be the measure of a true man, but the capacity to
raise and train horses, to breed well and recognize
quality, are also extremely important. Each clan’s
herd of horses represents its status. The clan’s herd
is made up of the horses of its members. Thus, the
wealth of the members makes the status of the clan.
But the members of a clan are the only ones who
have the guaranteed right to breed their mounts with
other horses of the clan’s herd. As such, membership
in a clan is important for horse-breeding. Inter-clan
breeding is possible, but often carries a high price.
Bards are not considered to be arcane spell-casters and
are welcomed warmly.
The Horse-Mashers expect their children to be tough
from an early age. After a child (especially a boy) has
reached 4 to 5 years, they are encouraged to never cry
from pain, to not back down from a fight, and to train
in riding and the use of weapons. Discipline is rough,
with male children regularly being struck for crying.
Girls are treated more gently than boys, but still
receive their fair share of blows.
It is not uncommon for a low-ranking member of
one clan to do a great deed or offer expensive gifts to
another clan so that he may be adopted by them and
Tears are considered acceptable upon the death of a
loved one or from emotional distress. Pain only angers
a true Horse-Masher.
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The life of a child in the Horse-Masher tribe is rowdy.
They are essentially allowed to run wild except
when they are actively engaged in doing chores for
their parents and youth is full of games and sport.
Significant violence against other children is harshly
punished but scuffles and other non-life-threatening
fights are ignored by the adults. Because of this
regular low-level violence, children band together
for protection from each other and often form strong
friendships which last throughout their lives.
a blue tattoo symbolizing the deed that earned them
manhood on their left cheek and temple. This is the
only tattoo which the Horse-Mashers take on the face.
Future major victories are tattooed on the warrior’s
arms, chest, and back. Although the Horse-Mashers do
not have a system of writing, they have a runic system
of representation which is complicated enough to
describe anything a warrior is likely to kill. All Horse-
Masher tattoos are woad-blue.
Horse-Masher girls come of age after their first period.
They are not required to prove their worth as are males
and are actively discouraged from becoming warriors
of the tribe. Still, as many as 5% of women defy
tribal custom and take the warrior’s rite of adulthood.
The more normal method of reaching womanhood
is to receive the “woman’s tattoo” on the left side
of the candidate’s face during any night when she is
menstruating. This tattoo is given by the clan shaman
and is not witnessed by the tribal shaman or the clan
as a whole, just by the girl’s family. Afterwards there
is a feast in honor of the newly achieved womanhood.
Horse-Masher boys become men when they first
prove themselves in a combat-related pursuit. The
exact type of initiatory action varies from man to man,
but the most common methods of proving oneself
are participating in a raid or other battle, killing a
dangerous animal like a bear or wolf, or engaging
in an endurance ride for three days and three nights
without stopping for food or sleep. The endurance
ride is by far the least common means of entering
manhood and is used primarily by tribal shamen who
purportedly receive visions late on the third day. Some
of the great tribal chiefs of the past are said to have
made even longer endurance rides, some going for a
week and Harrad of the Long Fist legendarily making
a month-long ride during which the beasts of the field
brought him water and bees fed him the nectar of
flowers. However, most young men see little glory in
the endurance ride, which is considered old-fashioned,
and choose the more violent methods of testing.
Marriages among the Horse-Mashers are arranged
by the prospective bride and groom as acts of love.
However, the groom’s family is expected to pay a
dowry to the family of the bride set by the bride’s
father. Occasionally, the dowry is set at a punitively
high rate to discourage a particular suitor. In cases
where the parents of the lovers do not approve of the
match, it is not uncommon for the couple to run away
for a month or two and then return to the tribe as man
and wife. There is no real penalty for this other than
inciting the anger of one’s new relatives.
After proving himself, the boy is presented to his clan
shaman and the head tribal shaman who lead him
through the ceremony of manhood with his family and
clan bearing witness. The manhood rite lasts from one
sunset to the next. During this time, the candidate for
manhood purifies himself in a specially-built hut using
spring water and the smoke of holy herbs. He takes
no food or drink. At the end of the purification, the
candidate is brought to a bonfire where he is tattooed
on the face with the symbol of his first triumph.
Afterwards there is a feast.
Although marriages are monogamous, infidelity is
rampant, especially among the Horse-Masher men.
This does not take into account the rapine that goes
on during raids. Although it is possible to divorce in
the Horse-Masher tribe it rarely happens; this is both
due to social pressure and because it is so common
to have extra-marital affairs that divorce is usually
unimportant.
Because the Horse-Mashers are such a large tribe,
manhood rites are usually performed as group
initiations of between 3 and 10 boys whenever the
tribe’s head shaman is able to attend the ceremony.
The status of women in the tribe varies significantly
from clan to clan and family to family. Broadly
speaking, women are treated as weaker than and
vaguely inferior to men, but are usually granted equal
status in most ways such as the right of demanding a
divorce.
Horse-Masher men have long drooping mustaches
but are otherwise clean-shaven. Each adult male bears
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the greatsword. At his coming-of-age ceremony, each
warrior is given a greatsword by a close male relative.
If the warrior is the eldest in his family, the weapon
usually belonged to the grandfather of the warrior
and carries a family history. Other, younger children
receive a well-made blade that was an early weapon of
their father or uncle. It is common for these swords to
be of masterwork quality.
Women maintain the home and most of the tribe’s
crops while men maintain the herds and orchards as
well as hunting and conducting war. Both men and
women of the tribe trade with outsiders. As with many
primitive peoples, the true status separation is between
the warriors and non-warriors of the tribe, so women
with combat prowess are treated significantly better
than the average female. That being said, many male
Horse-Mashers resent female warriors and treat them
disrespectfully.
Some of the Horse-Masher clans prefer to use
greataxes instead of greatswords, but practically
everyone in the tribe uses some kind of large blade.
Tribal Dress
In addition to their primary weapon, each tribal
warrior carries a composite longbow, a dagger or two,
a hatchet, and sometimes a shortsword or sling. In
short, the Horse-Mashers go around extremely well
armed.
& Equipment
The Horse-Mashers trade for most of their cloth
or take it on raids against caravans. As with most
barbarians, they prefer bright colors and often cut
existing clothing up to make bi-colored or checked
clothes. It is a matter of pride to dress the entire family
in expensive clothing and the average tribe member
wears sumptuous dress at all times. The very best
items are saved for special occasions, but the Horse-
Mashers spend the bulk of their time arrayed in filthy
finery. Poor tribe members wear buckskin or furs.
Even wealthy members of the tribe usually wear a fur
cloak fashioned from a predatory animal: often one
that they personally killed.
Common
Classes
Horse-Masher culture centers around battle prowess,
strength, and horsemanship. The most common class
in the tribe is Barbarian. It is not unusual for a member
of the tribe to take a few levels in Ranger or, less
frequently, in Fighter. Rogue is eschewed as being
for weaklings. A fair number of the more experienced
tribal warriors take levels in the Horse Lord prestige
class.
Most Horse-Mashers, men and women, wear their hair
long and oil it, usually with animal fat. The wealthiest
tribe members use scented foreign oils, but bear grease
is most common.
The Horse-Mashers have a long history of respect
for music and storytelling. As such, not only do they
produce a fair number of Bards, but traveling minstrels
and other entertainers are sure to find a warm greeting
at Horse-Masher halls.
Young or poor Horse-Masher warriors wear hide
or studded leather armor into battle. Wealthier and
more experienced warriors wear a wide range of
better armors depending on what they were able to
trade for or take from a fallen foe. The most common
armors are chain shirts, chainmail, and breastplates.
Popularly, warriors of the tribe will have their armor
made of adamantine if possible, though the occasional
tribesman chooses to splurge on mithral plate instead.
Because they usually go into battle mounted, it is
common for a warrior to have Medium armor of some
sort for wearing while on horseback, but a chain shirt
to wear while hunting or otherwise going on foot.
Shamen of the tribe are Clerics or Adepts and rarely
multiclass except in Barbarian. Most Clerics of the
tribe take the Strength and War domains and worship a
battle deity although there are a fair number of nature-
deity clerics as well.
Non-warriors of the Horse-Mashers are fairly evenly
split between Commoner and Expert classes. There are
a number of skilled craftsmen and wilderness scouts in
the tribe and nearly all tribe members supplement their
basic NPC levels with a level or two of Warrior.
The signature weapon of the Horse-Masher tribe is
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