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.


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