GameLore Wiki

The Temur revere strength, savagery, and independence, which are embodied by their clan symbol, the claw of the dragon. Their khan carries the honorific "Dragonclaw." They have proved their toughness by carving out clan holdings in the inhospitable northern territories of the Qal Sisma mountains.

A nomadic people, the Temur spend much of the year following prey beasts and raiding other clans, particularly the Mardu. They harbor little desire for expansion or conquest, but they fiercely defend their community against intrusion, both physical and cultural.

"They are closest in spirit to the dragon, and in some ways they still live within the Time of Dragons. Their shamans can see what should be. Through their whispers I might find the way to heal this damaged world." -Sarkhan Vol

Clan Values

Shamans speak of "frozen memories," but every Temur lives simultaneously in the days of the ancestors and in the present. Clan roles are eternal, with each new generation assuming the ongoing mantle of a role: hunter, leader, whisperer, nurturer, slayer, and so on. Clan legends speak of these roles rather than named heroes.

Life is tough in the mountains. People die often. Burial is difficult in the rocky and often frozen lands of the mountains, especially in winter, and fuel for fire is scant, so the Temur have developed a practical solution. When someone dies, the corpse is washed (or at least rubbed down with snow), then wrapped in a ceremonial cloth. The other family members carry the deceased to a special site consecrated to the ancestors, a crevasse in the great glacier where the frozen dragons sleep. Amid prayers and offerings of aromatic smoke, the corpse is lowered into the chasm to sleep with the ancestors in the eternal ice.

Very rarely, a Temur might commit an offense that is unforgivable, such as cowardice in battle leading to the death of clan members, or acts of betrayal. Guilt is judged by the Dragonclaw, with the advice of the One Who Whispers Twice. The punishment for such heinous crimes is not just death, but utter removal from the clan's memory. The offender is drowned in a rushing mountain stream, and the corpse is swept away by the rapids to be devoured by wild beasts. That voice will never join those of the sleeping ancestors.

Temur magic is highly shamanistic, with a strong elemental flavor. Shamans call their magic "whispering" and speak of the frozen memories and even the frozen spirits of the ancestors. Many Temur have an elemental affinity that allows them to shape stone and ice to varying degrees. Those with the strongest talent construct fortified cave shelters and can manipulate the terrain in battle to hinder the enemy and strengthen their own position.

Concealment magic among the Temur uses this belief in the frozen past. Shamans whisper to the cold air and the ice. Glaciers, especially those containing the remains of dragons, are considered the most sacred sites. A shaman performs a ritual, "the thaw," in which the shaman strips off his or her heavy clothing (other than the ceremonial headgear) and meditates on the ancestors. As the shaman slips deeper into trance, the shaman's body begins to glow and throw off heat. The skin is flushed, and the air nearby shimmers. The shaman begins to sink into the ice until he or she becomes encapsulated within a bubble of air; the melted ice re-freezes above, and the shaman's headgear rests on top like a turtle shell.

After a period of communing with the frozen memories, the shaman breaks open the icy capsule. Two beings emerge: the newly awakened shaman, and a barely visible double, seemingly made of clear ice, which encases him or her like a skin. The ice twin separates and stands guard, awaiting orders, as the shaman, now shivering and nearly dead from hypothermia, quickly dons the cast-off clothing. Although it physically resembles the shaman, the ice twin carries within it the awakened memories of a Temur ancestor. When in battle, it can suddenly shatter to release the warrior spirit within. Once the fight is over, the awakened spirit dissipates to return to sleep in the frozen mountain.

The clan's chief shaman is able to enter a trance communion with all of the other shamans, regardless of distance. Through this, the chief shaman exchanges information and, when a mighty summoning is needed, can lead a "wide whisper" that involves the whole group. Such powerful rituals can awaken a very ancient ancestor or raise up a mighty elemental spirit.

Certain Temur warriors can enter a battle fury called "awakening the bear." It is thought they learned this from the ainok who share their territory. Their companions stay far from the "awakened bears," since while in this state, they cannot distinguish friend from foe. When Temur warriors enter this battle trance, they see only threats to the wilderness.

The Temur have retained their traditional wrestling matches as both a way to blow off steam and to measure one's strength against another. During the harshest winter months, when all the families gather in communal shelters, such ritual battles are common both as entertainment and as a way to stay in fighting form when other sorts of exercise aren't practical.

The Dragonwinter is a Temur legend. "It is said that in the Siege of Ash, the dragons once flew so thickly that they blotted out the sun. In that year, no summer came, nor the year after, and the ice descended from the mountains to surround all the human cities. Many died, but we Temur adapted. That is why we inhabit the snowy mountains now. When the dragons fell, they were buried in the ice of their own making, where they still slumber."

Clan Structure

The Temur are nomadic, like wandering bears. They travel in small family groups, pursuing herd animals and settling temporarily in areas where food is plentiful in season, such as thickets of berry bushes or streams full of fish. In this, they resemble the bears they revere. Only in the harshest months of winter do they cease their wandering.

Wandering Temur carry everything they need with them. Their fur-lined coats, mittens, and heavy hide boots are effectively houses they always inhabit. Lightweight shelters of scraped hide can be quickly set up to block wind and precipitation; dragon bones are readily available for use as tent poles. In areas of deep snow, they make use of sledges, which they haul themselves. These carry bundles of clothing, extra weapons, traps, dried food, and other supplies. Otherwise, they pack gear on their backs. Trusted ainok warriors sometimes help them carry their supplies.

Family is central to Temur thinking, almost as important as it is as among the Abzan. The bonds within a family group and to the family leader are much stronger than those to an external leader. Each family group sees the others as siblings within the community and supports them in the same way (although one's own family always comes first). The First Father or Mother of the clan (currently Surrak Dragonclaw) is considered to be the parent of all the families, and they owe fealty to the khan as they would their own parents. Every adult member of the clan is a formidable fighter, and children learn weapon-play early in life. Even a nursing mother is a ferocious opponent in battle, perhaps even more so than others since she carries her infant with her and will fight ceaselessly to protect it. Shamans are seen as living links to the ancestors who are frozen in time.

When the Temur entered the mountains, they encountered roaming packs of canine humanoids who called themselves ainok. After a few skirmishes, the two groups came to respect each other's combat ability, and an informal alliance was struck. Especially trusted ainok join a family of the clan. They are considered to be family members and enjoy all the rights (and assume all the responsibility) that role entails. Other ainok are only loosely associated with the Temur but can be called on as allies in battle.

Ainok are eager to fight at any time and for any reason. They lead clan attacks when they can. Where the humans pride themselves on toughness and compete among themselves as well as in battle to gain status, the ainok simply want meat. They wield weapons but are likely to enter a berserk state in the heat of battle, reverting to ancestral instincts and tearing into enemies with their powerful jaws. A blood-mad ainok might even devour raw, bloody chunks of a fallen opponent, although such behavior is considered an embarrassing loss of control. Afterward, the offender usually feels shame and disgust, and retreats for a period of cleansing.

The ainok also have a tradition of ritual fighting, both as battle training and as a way to winnow out those who were too weak to contribute effectively to the pack. Those who fail this test are cast out alone into the wilderness, almost certainly to die.

Temur whisperers are also sometimes known as the "weavers of the three destinies," referring to the past, the present (which they call "the now"), and the future (called "the unwritten now"). They are far more aware of the continual and overlapping nature of time than ordinary Temur, seeing the past and the various possible presents all at the same time. They wear enormous headpieces that completely shade their upper faces. From these they hang fetishes and charms made from carved bone, antlers, relics, and the like. The assemblage serves to focus the shaman's whispering; the more tokens, the more powerful the ritual. On the oldest shamans, such heavily decorated headgear bows the wearer's shoulders.

Their eyes are never visible, symbolically reinforcing the idea that they whisper and listen to the ancestors and the elemental spirits, and see all times. They are by no means helpless; they move about unassisted and apparently are completely aware of their surroundings, although it's unknown to others whether this is magically assisted sight, augmented senses other than sight, or psychic sensitivity. The shamans do not explain themselves.

The gender of a given whisperer is not apparent, given the concealing headgear and heavy clothing they all wear. It's only revealed when he or she enters trance to commune with the ancestors and elemental spirits, which the shamans only do in isolated places high in the mountains, all alone. Whisperers don't have an interest in procreation. They are found, not made. When a child shows the talent, he or she is taken away and raised in secretive crèches among the shamans, who bring in caretakers and guardians from the common folk.

Occasionally, an orc krumar, an orphan raised within a human Abzan family, is cast out. With no desire to return to the clan of their ancestors, the Mardu, krumar in this situation find the family bonds of the Temur best reflect their previous life and find a new sense of purpose.

Clan Roles

  • The Dragonclaw is the official mantle of clan leadership, a title conferred through feats of battle, but which sometimes must be earned or defended in ritual challenge - usually a wrestling bout. The title can be held by anyone who can take it, regardless of age or gender.
  • First Father or First Mother: The highest-ranking member of the clan is considered the parent of all members. Sometimes, but not always, this role is also filled by the Dragonclaw, as in the case of the current leader, Surrak. The First Father or Mother has no spouse, but travels with other families and shares their encampments.
  • Hunt Caller: This person is responsible for the clan's pursuit of food animals, directing each family group to handle a particular area. He or she also commands raids against neighboring clans (typically Mardu) to seize supplies. The mantle of Hunt Caller can be held by anyone. It is earned rather than conferred, during the night of the Great Hunt. The hunter who brings back the greatest number of beasts, or the most formidable opponent, gains this title for the next year. The Hunt Caller is usually human, although ainok have sometimes held this position.
  • The One Who Whispers Twice: Although Temur shamans generally lead a hermetic existence, one is selected to be the clan advisor. This person, called the One Who Whispers Twice (once to the spirits and once to the Dragonclaw), must travel with the leader and his or her family instead of spending a life in solitary meditation, to guide the clan along the best path. This person provides military intelligence gleaned through magical divination and communication with spirits, warns of potential attacks, foresees the best grounds for hunting and raiding, and leads the summoning of ancestral troops in times of great need. He or she can initiate the Wide Whisper to consult with the other shamans when necessary.

The position is held for life. Whisperers don't compete to see who gets the job. Rather, it is seen as a sacrifice, giving up the pure life of communing with the spirits to deal with temporal issues. They convene at the sacred meeting place of the Dragon's Throat.

Each shaman whispers to one spirit, either elemental or ancestor, and the spirits decide on the most worthy choice. As compensation, the chosen one is able to commune psychically with not only other shamans, but with the frozen ancestors as they sleep (rather than first embodying them as ice doubles).

Tactics

A favored Temur battle tactic is to open with a downhill charge called the landslide, in which warriors ride battle sledges down the mountainside. Each sledge consists of a platform affixed to four or six two-handed, curved iron swords.

Warriors hurl spears or fire bows as they descend. Others wield something like the bang nakh (tiger claw) hand weapon, fashioned from bones, fangs, or carved dragon claws. After the initial impact with the enemy, the warriors leap off, flip the sledge over, and detach the swords from quick-release bindings to wade into melee. The Dragonclaw's chief lieutenant generally leads the charge beside the war leader.


The Temur believe three things only are needed in life: a hot fire, a full belly, and a strong companion. The Temur have no patience for subtlety.

The Temur welcome bears into the clan, fighting alongside them in battle. The relationship dates back to when they labored side by side under Sultai rule.

The Temur call the flickering lights the Path of Whispers, believing that they lead the way to ancestral knowledge. Temur shamans speak of three destinies: the now, the echo of the past, and the unwritten. They find flickering paths among tangled possibilities.



Sites controlled by Temur Frontier

NameSite Type
Staircase of Bones

,