The K'stulaami Taildancer
by Michael E. Colton
originally published in Earthdawn
Journal #6
As I walked through the great halls of the Library of Throal, I encountered
a most unusual t'skrang. A t'skrang who was one of the k'stulaami. The
k'stulaami had a thin membrane, or k'stulaa, extending from his hips to
his wrists. I am told that this membrane allows the k'stulaami to glide
for long distances. I had thought their house, the House of the Spirit
Wind, was a reclusive people, seldom leaving their homes in the mountains
of Throal. When I asked him of this he stated that my information was correct.
Furthermore, the k'stulaami are ostracized by other t'skrang. He introduced
himself as P'norr Swiftail, a k'stulaami Taildancer. I had never heard
of the Taildancers and as a researcher of the Disciplines of Barsaive,
and the Adept's who practice them, I asked him to tell me of the way of
the Taildancer. This is his story.
- - Presented by for the edification of the reader by
Derrat, wizard of the City of Yistaine
So you wish to hear the tale of the Taildancers? I can weave that yarn.
However, before you can comprehend the way of the Taildancer you must understand
the way of the k'stulaami. The k'stulaami are born to sail the skies. Not
like the Air Sailor or Sky Raider, who must use ships of wood and stone
to fly. The k'stulaami are blessed by Syrtis to have the natural ability
to soar and glide without the aid of anything except their k'stulaa. Flying
is ingrained in our hearts and woven into our patterns. It is an integral
part of our very essence. A k'stulaami would rather wither up and die than
not be able to fly.
On Dancing the Taildance
All Taildancers begin their training as members of the House of the Spirit
Wind's elite fighting unit called Jik'harra K'stulaa T'Syrtis, or Deathwings.
Those k'stulaami, who have been chosen to attempt initiation, are handpicked
from the most brave and daring of the young k'stulaami. Upon completing
our initiation, we dedicate our lives to the mastering of the discipline
and the protection of the k'stulaami people. More times than not, the children
picked are k'stulaami born to non-k'stulaami parentage and have found their
way to our home in the Throal Mountains. Occasionally, one of these Taildancers
leaves the clutch and take up the lifestyle of an adventurer. I am one
of those Taildancers, one who has taken up the life of the legendary heros.
That is how I came to meet with you this day.
I can see by the expression on your face that you are confused. A Taildancer
dedicates his life to his discipline and the protection of his people even
if he leaves them. Interesting phenomenon, eh? Many of the k'stulaami are
not born to the House of the Spirit Wind. In fact, a majority are born
to other houses. In their eleventh or twelfth year they undergo kaissa
and feel the need to fly. At this point they make their way, one way or
another, to the k'stulaami's mountain citadel. Those hatchlings have seen
the world and some wish to see it again . . . this time from the skies.
These Taildancers leave the house in a never ending quest to spread the
legend of the k'stulaami. To prove to others that we are not freaks or
outcasts. To show the other races that we are t'skrang! As worthy as any
Name-giver!! So, in our own way, we are still protecting our people. We
are breaking down the prejudices of the past in hopes of a better future.
Of Taildancers and the Art of Combat
The Taildancer's primary weapon is his tail. He learns to fight with it
while on the ground and whilst airborne. A common form of attack is swooping
down with a massive downward blow, then landing and finishing off his opponent
with several more well placed tail attacks. Our Weaponsmiths have developed
a weapon called Blood Spikes to enhance the effectiveness of our tails.
The Weaponsmith embeds razor sharp shards of living crystal into our tails.
The magic in our blood causes the shards to grow into razor sharp spikes
better that an half a foot long. These spikes have been known to increase
the damage potential of a tail attack comparable to that of a troll's sword.
When combined with the eloquence of the taildance it makes this a mighty
weapon.
At times, the Taildancer is not in a position to use the tail. At this
point we must rely on other weapons. Generally weapons that are thrown,
because if a Taildancer can strike an opponent with a melee weapon he will
opt to use his tail. Doing otherwise would insult the litany of Taildancers
before him. Most Taildancers choose the Hawk Hatchet as their thrown weapon
of choice. The k'stulaami Weaponsmiths again followed their Discipline
and created an enchanted hawk hatchet that employs the use of thread magic.
I have one here. It is known as Bloodhawk and it has served me well. In
fact, it is not unusual to see journeyman or higher Taildancers wielding
a weapon such as Bloodhawk as their secondary weapon.
Of Taildancers and the Talent of Gliding
Gliding . . . how can I describe to you the sheer joy of gliding. It is
a part of me. It is something I just do. But I will do my best. I hope
I do this wonderful feeling justice. As I have repeatedly told you, we
t'kstulaami are born to fly. However, the Taildancers take that one step
further. We hone our gliding abilities and enhance them with magic. A Taildancer
can control his flight to appear as graceful as an eagle or swoop down
like a deadly espagra. As we perfect our mastery of the taildance we gain
even more talents that improve our skill with the k'stulaa. We can dive
from great heights, stopping momments before striking the ground and glide
to a safe landing. We can soar higher than a Sky Raider's ship and touch
the clouds. It is a joy that I wish you could experience.
This concludes my tale. I trust it has shown the value of the k'stulaami.
We are just a unique people in a unique land.
Honored readers, this concludes the tale of P'norr Swiftail. For more
information on the k'stulaami, I direct you to read T'chal Siandra K'veechnalonika
V'strimon's treatise entitled "Of The T'skrang Who Fly" in Denizen's of
Earthdawn, Volume 1, pp 68-69.
-- Derrat, Wizard of the City of Yistaine
Game Information
Important Attributes: Dexterity and Willpower
Racial Restrictions: K'stulaami only
Karma Ritual: To perform his Karma Ritual, a Taildancer lies
down on his back, k'stulaa spread wide, staring at the open sky. After
a few minutes of meditation, he levitates as if using the Air Dance talent.
As with the Warrior, the ritual use of this talent does not cause strain.
The Taildancer then spins about his three axes, gradually spinning faster
and faster for 30 minutes until he is almost a blur. The ritual ends abruptly
when the Taildancer suddenly stops balanced perfectly on the tip of his
tail.
Artisan Skills: Body Painting, Tattooing
-
First Circle
-
Acrobatic Strike
-
Air Dance
-
Gliding(D)
-
Karma Ritual
-
Taunt
-
Unarmed Combat(D)
-
Second Circle
-
Durability (7/6)
-
Maneuver(D)
-
Throwing Weapons
-
Third Circle
-
Tiger Spring
-
Wind Catcher(D)
-
Fourth Circle
-
Karma: The Taildancer may spend a Karma Point on any action using Dexterity
only.
-
Climbing
-
Thread Weaving (Tail Weaving)
-
Fifth Circle
-
Regrow Tail: Like the t'skrang, the k'stulaami have been known to lose
their tail through trauma. For a cost of 1 Blood Point, the Taildancer
can force regrow his tail in one week. The Taildancer must rest while his
tail regrows. As with other Blood Magic, this point can be recovered after
one year and one day has passed since the tail was regrown.
-
Avoid Blow
-
Gliding Stride(D)
-
Sixth Circle
-
Karma: The Taildancer may spend a Karma Point to increase the damage
of any attack made with his tail.
-
Lizard Leap(D)
-
Resist Taunt
-
Seventh Circle
-
Physical Defense: Increase the Taildancer's Physical Defense by +1.
-
Life Check
-
Second Attack
-
Eighth Circle
-
Karma: The Taildancer may spend a Karma Point on any action using Willpower
only.
-
Down Strike(D)
-
Wound Balance
-
Ninth Circle
-
Initiative: Increase the Taildancer's Initiative dice by 1 step.
-
Cobra Strike
-
Eagle Eye
-
Great Leap
-
Tenth Circle
-
Prehensile Tail: For a permanent cost of 2 damage points, the Taildancer
can make his tail prehensile. This effectively gives the Taildancer a third
hand. Taildancers often use their prehensile tail to throw items (i.e,
a hawk hatchet) while gliding.
-
Recovery Test: The Taildancer gains 1 additional Recovery Test per day.
-
Body Blade(D)
-
Whirlwind
Roleplaying Hints
Taildancers are free spirited k'stulaami who love nothing more than soaring
the skies. They pride themselves on their ability to glide, often scorning
those who cannot. However, they are also the self-proclaimed ambassadors
of the k'stulaami people. They will never do anything that would disgrace
the k'stulaami.
Taildancers are talented fighters and love to "show-off" their unique
combat abilities. Like the Swordmaster, a Taildancer will often perform
a spectacular maneuver more for the showmanship than for its effectiveness
in defeating an opponent. When at all possible they will try to incorporate
their gliding abilities into combat maneuvers.
Discipline Violations
Taildancers must remain true to the taildance. If he sways from its calling,
he may suffer talent crisis. The use of a melee weapon in combat in favor
of his tail will invoke varying levels of talent crisis. If the Taildancer
had lost his tail due to trauma and is in the process of growing it back
the use of a melee weapon constitutes a Serious violation. Using a melee
weapon while the Taildancer has a fully functional tail can invoke a Severe
violation.
All k'stulaami live to fly, but to Taildancers it is not just a want
but a need. If a Taildancer opts to walk down stairs or an incline when
they could have glided, they may have committed a Trivial, if not a Mild,
violation of their personal vision. If the most obvious way down is to
fly and the Taildancer refuses to do so, he may have invoked a Serious
or Heinous violation.
Multi-Discipline Combinations
Taildancers rarely take on additional disciplines. However, when they do
they usually combine the taildance with the way of the Scout or the Elementalist.
A Taildancer/Scout is an unparalleled airborne reconnaissance unit. The
Taildancers who learn the way of the Elementalist often specialize in the
element of air. The combination of the Taildancer's love of flying and
an Air Elementalists constant dealing with the air elemental spirits make
for a unique and mutually beneficial union of two disciplines.
Questors
While not actually a second discipline, taking on the life of a Questor
can often be just as rewarding. Taildancers who chose to devote their lives
to a single passion often choose Floranuus or Thystonius. Questing Taildancers
who leave the k'stulaami mountain citadel and take up the life of an adventurer
are usually devotees of Floranuus. They use his optimism to help spread
the legends of the k'stulaami. They also revel in their ability to fly
and often attempt to find higher locations to launch off of and glide for
as long as they are able. The k'stulaami phrase "stairs are for going up"
was coined by a Taildancer Questor of Floranuus. A majority of the Taildancers
who have taken up the life of a Questor of Thystonius are often Taildancers
who do not leave the House of the Spirit Wind's mountain citadel. These
Taildancers have devoted their lives to protecting the citadel. A Taildancer
Questor of Thystonius is usually who officiates the various test that prospective
Taildancer initiates undergo before they are initiated.
Special Rules
Special rules for Taildancers include uses of half-magic, rituals of advancement
similar to those on pages 120-125 of the Earthdawn Companion, and the new
talent of Gliding.
Using Half-Magic
Taildancers may make Half-Magic Tests to recognize different flying animals
and creatures. Taildancers may also use Half-Magic Tests when trying to
predict weather conditions, updrafts, thermals and other natural phenomenon
that will affect their flights.
Rituals of Advancement
Taildancer rituals and tests for advancement often require aerial feats
of bravery, endurance or showmanship. Since the Taildancer discipline only
consists of ten circles, their levels of mastery come at earlier circles:
novice (2-4), journeyman (5-7), warden (8-9), and master (10).
Recruitment: Those k'stulaami who have been chosen to attempt
initiation as a Taildancer are handpicked from the most brave and daring
of the young k'stulaami. More times than not, the children picked are k'stulaami
born to non-k'stulaami parentage. The fact that these children have found
their way to the House of the Spirit Wind's home in the Throal Mountains
without the aid of others is usually enough to convince the Elders to accept
the initiate.
Novice (Circles 2-4): The adept demonstrates his ability to fly
by performing various aerial acrobatics or endurance tests of increasing
difficulty: long distance gliding (Second Circle), diving an extreme distance
and pulling out moments before hitting the ground (Third Circle) or gliding
directly at a vertical wall at high speeds only to quickly stop and "land"
on the wall (Fourth Circle).
Journeyman (Circles 5-7): The adept must demonstrate his ability
to precision fly through obstacles. Elders pride themselves on finding
new and unusual locations for these rituals (i.e., badlands or unique rock
formations).
Warden (Circles 8-9): Adepts advancing to the pinnacle of the
taildance must demonstrate to their peers as well as themselves that have
indeed mastered the taildance by creating their own advancement rituals.
Ghost Master Ritual: The Taildancer climbs the highest point
in the surrounding area. He then blindfolds himself and leaps into the
air, gliding in a random direction, allowing the magic to guide him to
a safe landing. All the while concentrating on the desired ghost master.
Wherever he lands the ghost master will be waiting and the ritual proceeds
as normal. (See Ghost Masters, p. 225, ED, for a complete description of
this ritual.)
Gliding Talent
| Step Number: Rank + Dexterity |
| Action: No |
Skill Use: Yes |
| Requires Karma: No |
Strain: None |
| Discipline Talent Use: Taildancer |
| Race Restrictions: K'stulaami only |
This is the talent version of the skill Gliding found in Denizens of
Earthdawn, Volume 1, page 122. For gaming purposes, the use of this talent
is handled as the skill.
New Weapons
Living Crystal Tail Spikes
The k'stulaami Weaponsmiths and Elementalists have created a new and innovative
way to use living crystal. Razor sharp shards of crystal are embedded inside
a k'stulaami's tail. The magic in the character's blood causes the crystal
to grow until they have formed into 6"-8" razor sharp spikes projecting
out of the end of the character's tail.
Implanting the crystal causes 1 point of damage plus 1 per additional
step of Damage caused by a Tail Attack, to a maximum of +3 Damage steps.
This damage cannot be healed as long as the character keeps the spikes.
Implanting or removing living crystal tail spikes requires four hours plus
four hours per Damage step of work by a trained Weaponsmith or an Elementalist.
Living Crystal Tail Spikes, or Blood Spikes' as they are more commonly
known, are normally worn by lower circle Taildancers. They are often removed
by the time a Taildancer has reached the tenth circle and has learned the
Body Blade talent.
Cost: 250 silver + 250 silver per Damage step.
Thread Hawk Hatchet
The Thread Hawk Hatchet appears as an ornate hawk hatchet. However, it
is not uncommon for its handle to be made of wood inlaid with strands of
elemental air.
Cost: 2,500 silver pieces
Maximum Threads: 2
Spell Defense: 12
Rank 1 Cost: 200
Key Knowledge: The wielder must learn the Name of the hawk hatchet.
Effect: The hawk hatchet does STR + 5 damage.
Rank 2 Cost: 300
Effect: The hawk hatchet does STR + 6 damage. Range is 35/100/150.
Rank 3 Cost: 500
Effect: The hawk hatchet will return to its owner when thrown.
Retrieving the hawk hatchet in this manner costs 1 point of Strain. The
Damage step is STR + 7.
Rank 4 Cost: 800
Effect: The hawk hatchet does STR + 8 damage. Range is 50/120/170.
Entire contents Copyright © 1995 FASA Corporation. All Rights
Reserved.
® designates Registered Trademarks owned by FASA Corporation.
TM designates Trademarks owned by FASA Corporation.
');
document.write('');
// document.write('');
document.write('');
document.write('');
if (document.cookie.indexOf('fcseenpop') == -1) {
pop_domain = document.domain.substring(document.domain.indexOf('.'));
expiry_date = new Date(new Date().getTime() + 86400000).toGMTString(); // 24 hours
document.write('');
document.cookie = 'fcseenpop=1; path=/; domain=' + pop_domain + '; expires=' + expiry_date;
}
}
}
// -->