Dycuus

The Dycuus are a sapient, dual‑frame people: a human‑scale upper body joined to a powerful equine lower frame built for distance and controlled impact. Their design favors stamina and balance; when a polearm is locked across the shoulder line, lungs, spine, and stride cooperate to turn motion into force. Chemically caustic blood shapes daily practice—contact surfaces are sealed in resin, rinsing gear is routine, and medics guard water quality like life itself. Hearing, ground‑feel, and low‑light sight are excellent, and minds tend to shrug off coercion, which in turn shapes how they think about consent, oaths, and fair dealing. They are people, not mounts, and that boundary is non‑negotiable.   Their ethic—simply called the Dy—puts household first, the herd next, and outsiders after that, with choices settled by consensus rather than charisma. A rotating Council of Herds steers major decisions while memory‑keepers check new rulings against the record so promises don’t drift. Identity is worn in cords and braids that track kin and deeds, and roles shift with need instead of anatomy; one season a person may carry the front, the next they may sustain the camp’s middle. Youth are taught pacing before prowess, mark adulthood with a demanding endurance rite and a season of useful service, and elders trade speed for cadence, counsel, and steadiness. The rhythm is work, rest, and readiness—so the herd can keep moving without breaking.   Expect them to arrive as builders as often as fighters. Their caravans raise roads and terraces, clear culverts, audit unsafe structures, and keep drinking water safe; when contracted for war, their allied columns open space with disciplined momentum rather than theatrics. Specialist orders carry distinct mandates: Seekers turn the curse’s hazards into safe seals, medicines, and controlled demolition; Green Binders restore soils and orchards after harm; the Vanguard hold lanes and shield noncombatants; Remembrance riders record oaths and can halt a clash by invoking the ledger; discreet Ledger cells pick targets whose fall frees food or safety and then help repair what they touched. Sacred gear—halberd heads, spine throwers, seal kits—is tightly regulated and never for sale.   All of this grows from a lawful bargain with Umbreon that hardened their wills and left pain to be managed, not displayed; Titania’s rites offer relief without pretending the burden is gone. The Dycuus will partner, hire on, and love across peoples, but they stand beside allies rather than under foreign command, and bearing another being requires a public braided vow of consent. Towns that widen corridors, reinforce rooms, and write clean contracts tend to keep Dycuus friends for generations; those that try enslavement, bottled blood, or theft of sacred tools learn how quickly a caravan can leave—and how much breaks when it does. If the Dycuus are involved, expect disciplined momentum, honest ledgers, and roads that outlast the argument that built them.

Basic Information

Anatomy

The Dycuus body marries a human-sized upper trunk to a true horse-scale chassis, with the join reinforced by thickened vertebrae and deep connective sheathing that spreads force across the withers. Their shoulder girdle is packed low and wide, letting brace loads travel through lat and rib rather than tearing at the neck. Limbs below are built for endurance: long cannon bones, tight tendons, and a springy suspensory apparatus that keeps stride efficient even under heavy kit. Vital organs are distributed to protect balance and airflow during long trots, and protective wraps are cut to guard the forward-placed reproductive region without binding the diaphragm. When they lock a weapon into the shoulder line, you can see the whole design wake up—mass, leverage, and breath moving as one.

Biological Traits

The Dycuus are built like a promise kept in motion: a human‑scaled helm set over a true draft frame. At the human head they stand tall—often between six and nine feet—with the backline broad as a mature horse. Weight runs heavy for that height, all of it carried low where stride turns into power. What looks top‑light at first becomes brutally stable once they move; breath, shoulder, and withers align so impact flows through the whole chassis instead of snapping at the neck. Acid‑touched blood shapes their gear as surely as sinew shapes their gait—contact points are resin‑sealed, fittings rinsed by habit, scars drying in clean lines that speak of discipline rather than vanity. Hooves read ground the way a sailor reads swell, and ears swivel to fix lanes and threats without a word; eyes keep their contrast in dusk, as if dim light were simply another kind of road.   Their years are counted in seasons of work. Foals learn pace before pride, walking at an elder’s shoulder until clean stride becomes reflex. Adolescence crests with the long‑ride, a measured journey where water discipline matters more than display; adulthood is proven by a season of useful labor—roads raised, caravans guarded, orchards set. Winter thickens the undercoat and shortens working strides; spring shedding arrives with road season like a signal flag. In wet months the hoof grows eager and farriers keep a tight trim to hold geometry under load. Elders ease into stone‑slow years, trading charge lanes for cadence, counsel, and the steady presence that keeps a camp breathing through bad nights. They are live‑bearing; midwives mind posture and miles so lungs and tendons are never overspent, and birthing frames let the human core bear down while the lower body stays squared and safe. Twins are uncommon enough to earn double cairn marks; adoption binds as strongly as blood the moment the ledgers witness it.   Mind and sense knit to the body’s purpose. Coercion slides off their thoughts like rain off wax—felt as pressure that never finds purchase—so they are taught to notice the absence the way others note a sound. Smell runs practical rather than poetic: iron, oil, wet stone, the sour warning of failing timber. Line awareness is drilled until it feels innate—load, angle, exit, all mapped as if pulled in twine across the air. Biology keeps its own calendar: heat and drought do not break them so much as adjust the rules—more water rinses for fittings, more salt, shorter stints under full brace to spare tendons. Blood’s bite is stewarded, not flaunted; Seekers bottle its dangers into tools only when the work demands it, and Binders keep water sweet so tomorrow can drink. Even their coats and manes mark the seasons and lines: bays and duns and dapples below, skin tones above, braids carrying kin on the left and deeds on the right.   Differences among them read as vocation more than sex. Storm‑Voice callings—Vanguard lanes, shock work, rear‑guard stands—pack mass low and across the shoulder, a body taught to turn momentum into safety. Hearth‑Voice callings—quartering, teaching, keeping the center breathing—wear endurance quiet and steady, hands strong from tools rather than weapons. Seekers carry smoke‑grey aprons and acid‑dark seams, their craft leaving marks that are half scar, half signature; Binders keep soil‑stain that never quite washes out; Remembrance riders run lean for distance and speech. Gender signals follow the cord, not the body: a braid‑knot declares the role the season requires, and clothing frames function—coverage chosen to command respect among outsiders while leaving power free to move from chest to hoof. Across all these shapes, the averages hold: tall heads, heavy frames, long miles; subtle scars that heal straight; senses tuned to lane and load. What varies is the way strength is carried—shouted by charge or spoken in patience—and who rests easier because that strength chose where to stand.

Genetics and Reproduction

Lineage is recorded by oath as much as blood, and adoption into a kin-name carries the same weight as direct descent once the ledgers witness it. The Dycuus are live-bearing, and midwives—often Green Binder-trained—manage workloads, water, and posture through pregnancy so tendons and lungs are never overtaxed. Birthing frames and padded slings are common tools, letting the parent bear down with the human core while the lower body stays squared and supported. Twins are rare and celebrated with double cairn marks, while oath-siblings joined in later years are braided into the line at the next ledger fire without stigma.

Growth Rate & Stages

Newborns spend their first seasons learning pace before power, walking beside elders to fix clean stride habits that will outlast fashion or fury. The “long-ride” marks the shift from child to near-adult: a measured journey where patience, water discipline, and lane-keeping matter more than speed. Full standing in the herd follows a proven season of useful work—road sections raised, caravans guarded, or orchards set—after which a deed-cord is earned. Elders enter a “stone-slow” stage, trading charge work for counsel, drill cadence, and the steadying presence that keeps camps breathing through bad nights.

Ecology and Habitats

They favor open steppe, high prairie, and terrace country where long approaches and clean sightlines let their formations speak. In wetland margins they cut firm causeways and lay load pads, but they avoid bog routes that swallow hooves and corrode fittings faster than camps can service them. When they partner with towns, they map “wide lanes”—broad, low-clutter corridors that move grain and people without tangling hooves, carts, and biped furniture. Their caravans leave places better than found: cut banks stabilized, culverts cleared, and water kept sweet so the next season has something to drink.

Biological Cycle

Seasonal shifts show in the coat and in pace: winter grows a thicker underlayer and shortens working strides, while spring shedding coincides with renewed drill and road seasons. Hoof growth accelerates in wet months, so farriers schedule tighter trimming cycles to keep geometry true under load. Heat and drought don’t break them, but they do change maintenance—more rinses for fittings, more salt discipline, and shorter stints under full brace to spare tendons. Elders say the year breathes in two measures—build and mend—and the herd keeps its health by honoring both.

Additional Information

Social Structure

The Council of Herds sits as the highest voice, a rotating assembly of Doyen and senior Hearthwardens who rule by slow consensus. Memory‑keepers recite prior rulings so new verdicts align with old promises instead of pride’s revision. Field edicts prioritize family, herd, then partners, with neutral caravans assigned whenever a decree risks starving dissenters. Black‑stone ledgers record oaths, reparations, and exile; breaking an oath strikes your deed cord before it strikes your coin. The Iron‑Withers Vanguard guard elders and foals and claim rear‑guard as the highest honor, planting cairn‑stones where stands were made. The Blight‑Lancets bleed formations responsibly and burn spent spines at day’s end, counting precision as a moral duty. The Seekers bind decay to purpose, map rot, and run cold tents where Titania’s easing rites meet Umbreon’s boundaries without spectacle. The Packstone Syndic, Voice of Hoof and Hammer, Remembrance, and Quiet Ledger form the rest of the spine, keeping work, tools, memory, and justice in balance.   Households center on the Dy—family, herd, then all else—and foals earn first cords after a patience ride rather than a race. Gender signals follow calling more than body, with Storm‑Voice and Hearth‑Voice cords worn when the season demands one or both. Courtship is a vow‑run at dusk and a shared canteen at midpoint, finished by a tool‑gift that honors the partner’s work. Stillness rights let either partner pause a fight until a Hearthwarden can keep time and make both sides restate the other’s view. The braid‑rite governs bearing another; consent is public and ledgered so pride stays intact even under mixed‑origin contracts. Two‑voice circles handle disputes with neighbors, always alternating stanzas while a Remembrance rider watches the clock. Children are mentored early, taking small loads for long distances before they learn to strike, because endurance shapes character. Camps mark births, oaths, and stands with cairn‑stones and plant trees at graves, teaching that strength should also mend.

Domestication

The Dycuus are a sapient people and are not domesticated; attempts to make them so are named Chaincraft and punished wherever the Dy holds sway. Their taboo against being ridden without the braid‑rite makes “mount training” an insult that provokes violent communal response. Mental enthrallment fails outright due to cursed pride, and debt bondage draws Packstone Syndic slow‑marches that freeze a city’s labor until accounts are set right. Slavers who try sedation or harness breaking discover reinforced caravans, Mastodon witnesses, and Ledger cells who end operations without spectacle. The Voice of Hoof and Hammer retrieves sacred gear from buyers and forgers, and public brand‑breaking shames merchants who traffic in it. Hearthwardens vet every foreign contract for hidden clauses and walk partners through biped rooms so accidents don’t become excuses. The Council’s stance is consistent: the Dycuus can ally, hire on, and love across origins, but they do not submit as beasts. Where the rule is honored, the Dycuus stay for generations; where it is mocked, the caravans leave and the drains quietly clog.

Uses, Products & Exploitation

Legitimate “use” is contractual and collective: Dycuus caravans build roads, raise bridges, terrace cut banks, and haul heavy loads under Syndic charters. The Green Binders restore blighted fields, graft hardy stock, and neutralize spilled blood so the next season drinks clean. Seekers design brace sockets, halberd heads, and autoloaders that don’t leak, and they audit city structures before a single beam comes down. The Vanguard rent themselves as allied columns, guarding evacuations and breaking sieges on terms that keep families safe. The Remembrance sells record services—two‑voice transcripts, cairn carving, and treaty copies that courts actually trust. The Voice of Hoof and Hammer certifies tools that won’t fail under full‑body strikes and trains foreign quartermasters on lane staging. Dycuus traders move stone, timber, and iron along safe corridors, and their camp forges turn out excellent braces, toggles, and load pads. Payment is often part coin, part rights‑of‑way, with ledger entries that trigger slow‑marches if schedules or safety promises are broken.   Exploitation happens when outsiders bottle Dycuus blood to melt locks, plate, or currency caches, a practice outlawed by the Council and hunted by the Ledger. The Order of the Blight‑Lancets keeps their bone‑and‑horn spines strictly in‑house, logging shots and burning recoveries so nothing leaks to markets. Seeker acids are sealed and inventoried; diversion earns brand‑breaking and armed retrieval by the Voice. Labor exploitation—ownership by debt, foal levies, or coercive “protection”—is countered by Syndic blacklists and funeral‑pace slow‑marches that strangle profit. Scavengers who steal Dy’Ahn‑Rot heads from fields find retrieval bands at their door by nightfall, ledgers in hand. Some rulers try to buy a column outright; the answer is always the same: march beside us, never above us. When cities honor these lines, Dycuus work becomes a backbone industry that quietly prevents famine and flood. When they do not, drains fail, ledgers surface, and a different kind of ending arrives with receipts.   In economic terms, Dycuus labor maps to draft power and civil engineering: road crews, bridge sets, terrace building, and flood‑control digs that keep markets alive. Their Green Binders are the equivalent of seed stock and soil tonic, turning battlefields into orchards and canals that pay dividends for decades. Seeker craft fills the niche of high‑grade tools—brace fittings, halberd heads, seal kits—that don’t fail when lives hang on them. Vanguard service is a premium security contract, trading coin for safe evacuations, convoy defense, and precise siege breaks. Remembrance clerking replaces biased scribes with trustworthy records, the paperwork that keeps treaties worth more than rumor. Acidic blood and bone spines are not commodities; they are regulated sacred materials used only within Dycuus orders for autoloaders and controlled demolition. Towns that invest in reinforced furniture and widened lanes unlock steady caravan trade and long‑term maintenance few guilds can match. Where leaders try to treat Dycuus like livestock, the only “product” they end up with is a ledger of fines and a city learning how to live without their roads.

Facial characteristics

Faces are human in structure, with broad cheekbones, straight or slightly arched noses, and jaws that set square when a line must hold. Eyes run large and round in ambers and browns, giving excellent low‑light sensitivity and a steady, watchful look. Ears are elongated and mobile, swiveling independently to track wind, speech, and the click of gear behind them. Scalp hair is cut short for helmets or kept as a cropped mane, usually matching the lower body’s coat tones. Manes and forelocks are braided with cords—left for kin, right for deeds—and knot patterns announce role and recent vows. Expression cues lean subtle: a flattened ear, a tightened nostril, or a braid laid forward can say more than raised voices. Tail rings and ear cuffs are plain tools first, signaling lane leader, medic, scout, or hearth duty before ornament. Scars are worn openly on face and neck, and a straight, well‑set line is considered proof of discipline rather than a blemish.

Perception and Sensory Capabilities

Ears swivel like paired compasses, triangulating speech, wind, and distant gear-clicks with quiet precision while the eyes drink detail in dim light without losing contrast. Hooves feel through the ground; a Dycuus can read the difference between hollow substructure and packed earth the way a sailor reads a change in swell. Their sense of smell is practical rather than poetic—iron, oil, wet stone, and the sour telltales of failing timbers stand out sharply against camp scents. Minds are hard to seize: coercive magics register to them as a blank spot, a pressure that never quite finds purchase, and training teaches them to note that absence as clearly as a sound. Seekers build on these senses by drilling “line awareness,” a disciplined habit of tracking load, angle, and exit lanes as if they were visible threads.

Symbiotic and Parasitic organisms

The Green Binders cultivate a “bridger lichen” that lives on resin‑sealed harness and quietly absorbs acidic vapors, extending gear life. In orchards, they seed “rot‑lantern” mushrooms along cut banks to digest diluted blood in runoff and glow faintly when the soil is safe. Quiet Ledger cells work with “drain beetles,” hardy detritivores that keep cistern grates clear after a collapse without spreading plague. Seekers inoculate old beams with a competitive fungus that eats wood‑rot faster than Umbreon’s wild growth, then dies when the food is gone. These organisms are not sacred, but they are respected; their job is to keep tomorrow’s water drinkable and today’s gear intact. Camps carry starter kits for lichens and mushrooms the way other peoples carry lamp oil and salt. When a corridor is safe again, Binders harvest spores to seed the next site, turning rot into a stewarded cycle. The Council tolerates these practices because they put function ahead of spectacle and keep ledgers clean.   The most feared opportunists are “lockjaw mold,” a filament that colonizes leather seams after blood exposure and freezes buckles at the worst times. Camps counter it with boiling, vinegar scrubs, and strict dry racks that no one shortcuts without a Hearthwarden’s fine. “Grease wasps” nest in uncleaned harness oil and will sting tender joints; Dycuus medics keep antivenin and smoke pots on hand. “Redthirst flies” breed in stagnant ditches fouled by battle; water‑wards and ditch repairs are scheduled within a day of any fighting. Seekers teach apprentices to spot the first signs of parasitic growth in city beams—sweat on stone, sweet rot smell, sagging joists. Ledger cells will abort an operation if parasites risk spreading into homes they can’t help rebuild. The taboo against spectacle applies here too: if you can’t clean it, you don’t start it. Binders record parasite incidents in field ledgers so migration routes avoid hot zones the next season.

Civilization and Culture

Naming Traditions

Naming structure and when it changes

A Dycuus name is usually four parts in practice: Given (personal), Kin-name (family/herd line), Cord-name (earned deed epithet), and an optional Cairn-tag (place or season linked to an oath). Example: “Veydra Ashwither, Dawnstride, of Willowbank.” Given names are chosen at the foal’s first First Water circle by a parent and a Hearthwarden, then written into the black-stone ledger. The Kin-name comes from the household that raises the foal (birth, foster, or oath-adopt), and it can change once in life if the Council witnesses a formal adoption. The Cord-name is earned after the Long-Ride—the rite of patience—and after any major deed recorded by a Dy-Speaker (e.g., Shieldback for a rear-guard hero, Hollowbrace for a Seeker smith). A Cairn-tag is temporary unless renewed; “of Stonefist” lasts until the next season unless the Council grants it as a permanent mark. Exiles lose the Cord-name first and are recorded as Cordless; only the Council can restore it.  

Given names (male, female, and neutral)

Male-leaning names favor hard stops and “r/th” clusters that carry on a parade ground: Jorvan, Urgath, Venteish, Ralik, Lerath, Thornmane, Teren, Corren, Varek, Halvor, Braston, Kaelric, Dothran, Tyven. Female-leaning names keep that strength but with rounder vowels: Veydra, Lio, Korrath, Selvine, Rowan, Deyra, Maerin, Thassa, Neryn, Karsha, Sereth, Ashla, Ysel, Odria. Many names are unisex by custom, especially those tied to virtues or seasons: Cairn, Dawn, Ash, Hallow, Broadleaf, Winter, Storm, Ledger, Vale. Twins often share a root with different endings—Korra/Korrath, Jor/Jorvan—and oath-siblings pick related sounds to show chosen family. Pronunciation favors clear beats; names that mush together are rare because orders must carry across wind and armor. Foreign partners are encouraged to keep their own first names; the herd adds a Cord-name once a deed is witnessed so the camp can call them properly.  

Kin-names and common patterns for “last names”

Kin-names sort into five popular schemes. Anatomy/stance (how someone carries weight): Grayhoof, Shieldback, Ironwither, Broadchest. Craft/role (what the house is known for): Hollowbrace, Hammerknot, Packstone, Ledgerkeep, Spinewright. Terrain/greenwork (Binder lines and road crews): Broadleaf, Streamkeep, Terraceborn, Canalmark. Moment/stride (a deed turned family pride): Dawnstride, Rear-Hold, Cairn-Setter, Oathcall. Braid/mark (visible status or trait): Two-Braids, Three-Cords, Half-Mane, Ashwither. Place attachments are added as tags rather than true surnames—of Willowbank, of Stonefist, of Slumbering Stream—and fall away unless renewed at Ledger Fire. When two households bond, partners keep their Kin-names but may found a new hearth-marker (e.g., Cairn-Setter) if the Council recognizes a shared deed.  

Rites tied to names (braids, ledgers, marriage, and death)

Names live in braids as much as ledgers: left braid = kin, right braid = deeds, with knot-patterns that match the Cord-name and tiny toggles carved by the Voice of Hoof and Hammer. A vow-run courtship lets partners test pace; if they pass, the Hearthwarden logs the pairing and a thin cord enters the right braid. If one partner will ever be borne, a public braid-rite adds a small bead engraved with the bearer’s Kin-name to the rider’s kit—consent recorded, insult prevented. Shaming penalties never invent cruel epithets; instead, the Council strikes the deed cord until reparations are met. At death, cairn stones list the full stack—Given, Kin, Cord, and any Cairn-tags—plus a simple lane glyph for how the line held. Names of the fallen are not reused; households honor them by forging tools or planting trees under the same Kin-name, letting deeds, not copies, carry memory forward.

Major Organizations

Council of Herds (Dy‑Speakers)

The Council of Herds is the Dycuus’ primary forum of authority: a rotating assembly of Doyen and senior Hearthwardens who arbitrate disputes, set migration routes, and declare when a herd rides to war. Decisions are forged by slow consensus, with memory‑keepers reciting prior rulings to prevent pride from rewriting the past. The Council recognizes the Mastodons’ Council of Clans as an elder peer and honors ceasefires brokered under their voice. Field edicts focus on protecting families first, then the herd, then any client or treaty partner. When a decree risks splitting camps, the Council assigns neutral caravans to keep food and water moving so no one starves while arguing. The Council keeps black‑stone ledgers of oaths and reparations; breaking one is grounds for exile. Their seal is a double ring of hoofprints around a cookfire, meaning “many feet, one flame.”  

Iron‑Withers Vanguard

The Vanguard is the Warrior‑Noble arm that specializes in shock lanes and formation breaking, drilling endlessly with Dy’Ahn‑Rot halberds and reinforced shields. Their doctrine turns long, straight approaches into weapons, converting stride and mass into armor‑shredding hits that open space for the herd. New recruits earn iron wither‑plates only after proving they can hold rank without trampling the line behind them. The Vanguard commonly guards elders, foals, and supply wagons during retreats, treating rear‑guard work as the highest honor. They carry a portable cairn‑stone to mark where a stand was made, returning later to raise a proper memorial. The Vanguard refuses foreign command, but will contract as an allied column with strict rules of engagement. Their banner shows a dark wither‑plate over crossed halberd and hammerhead.  

Order of the Blight‑Lancets

This order trains skirmishers to fight as hit‑and‑run screens, wielding Spine‑Propellers and Venom‑Spine autoloaders that fire bone spines filled with refined blood. They practice blood‑handling rites, containment drills, and water‑safety protocols so their work never poisons a stream or field the herd might need later. Tactically, they bleed a formation’s edges, corroding buckles, bow‑cams, and gate chains before the Vanguard strikes. The Order keeps meticulous shot‑logs; every spine is accounted for and burned or retrieved. Apprentices learn to patch armor mid‑ride and to seed false lanes that trick enemy cavalry into dead ground. Their oath forbids selling spines to outsiders under any terms. Their mark is a barbed spine over a slanted throwing stick.  

Seeker Caste (Ashen Sages of Umbreon)

The Seekers are esoteric smiths, medics, and theologians who study the curse to master its boundaries rather than be mastered by it. They temper metals with trace blood, craft the Dy’Ahn‑Rot heads, and design seals that keep autoloaders from leaking during long marches. In cities, they map places where rot already works—old drains, load‑bearing beams—and advise which targets collapse with the least civilian harm. The caste is controversial: some accuse them of courting Umbreon too closely, others praise them for making agony useful. Seekers maintain “cold tents” where pain‑easing methods learned from Titania’s clergy are practiced without breaking Dycuus oaths. Their internal law: decay must serve function, not spectacle. Their sign is a hollow circle etched with a single downward spiral, worn inside the bracer.  

Dy Hearthwardens

Hearthwardens are the social spine of the herds: teachers, quartermasters, camp‑judges, and keepers of the Dy’s first lessons. They place foals with mentors, track rations, and mediate quarrels before steel is drawn. When punishment is needed, they prefer reparations and extra watches over blood price, reserving exile for betrayal of family or herd. Hearthwardens also manage “biped rooms”—reinforced bunks, stools, and ladders—so guests don’t misread broken furniture as insult. On campaign, they ride the center line, distributing water and pulling wounded out of trampling lanes. They vet any foreign contract to protect the herd from predatory clauses. Their sash pin is a braided cord over a bowl and ladle.  

Thornmane Remembrance

Founded after the Slumbering Stream tragedy, the Remembrance preserves impartial records of the War of Twisted Roots and keeps vigil at sites where talks failed. Its members include both hardliners and penitents, but all agree that memory must be sharper than rumor. They host “two‑voice circles” where Cervidae and Dycuus witnesses recite their versions in alternating stanzas, then bind the transcripts for both archives. The order counsels against raids during seed‑times and mourning rites and lobbies the Council to renew Mastodon‑brokered truces. Remembrance riders carry white‑wrapped lances to denote parley status; harming one is an offense against the Dy. They also train speakers who can halt a charge with a raised hand and an oath on the cairn‑stone. Their badge is a split leaf sewn over a stream‑line.  

Green Binders

The Green Binders are Titania‑aligned Dycuus—farmers, canal‑cutters, and orchard‑wardens—who trade labor for rites that ease the curse’s bite without severing the ancient bargain. They teach soil‑turning that neutralizes spilled blood, terrace building that slows floods, and grafting techniques for blight‑resistant stock. Binders often serve as envoys to human towns, proving by deed that the herd can build as well as break. Within the herds, they advocate for rest‑seasons between campaigns so foals grow with more tools than weapons. They accept strict limits from the Council to avoid being used as political wedges by outsiders. Their field sign is a bound sapling tied with black twine, growth and rot harnessed together.  

Umbreon’s Quiet Ledger

These cells operate where stone sweats and beams sag—urban margins where Umbreon’s doctrine of necessary endings can topple tyrants with minimal blood. Ledger agents map corruption, choose targets whose fall frees food, water, or wages, and scuttle those who profit from hoarding and cruelty. The Ledger’s rule is simple: no spectacle, no plague without purpose, and no ruin that the herd cannot help rebuild after. They coordinate with Seekers for structural work and with Hearthwardens for evacuation routes. When a ruler changes and streets calm, the cells go to ground and leave no shrines, only repaired cisterns and unblocked drains. The Council tolerates them so long as ledgers stay focused and refuse coin from slavers. Their cipher is a scalloped crescent scratched into rotten wood, then burned out.  

Packstone Syndic

Part guild, part union, the Syndic organizes Laborer Caste caravans for road‑laying, bridge setting, cairn raising, and heavy haul. They negotiate fair rates, hazard pay for cursed‑blood zones, and iron‑clad clauses against “ownership by debt.” The Syndic funds reinforced furniture, widened doorframes, and custom harness for mixed‑origin work crews to prevent needless breakage and insult. When employers cheat, the Syndic calls a slow‑march: everyone moves at funeral pace until accounts are set right. They also keep blacklists of buyers who bottle Dycuus blood illegally. Their stamp is a stacked cairn over a measuring rope, meaning “weight carried, weight counted.”  

Voice of Hoof and Hammer

This craft‑brotherhood licenses halberd‑smiths, spine‑makers, and brace‑fitters, maintaining strict standards so no weapon fails under a full‑body strike. They audit forgeries, mark every sanctioned head, and reclaim sacred arms from fallen fields before scavengers do. The Voice oversees cultural law: no non‑Dycuus may claim a Dy’Ahn‑Rot or carry a Venom‑Spine autoloader, and penalties range from fines to ritual shaming to armed retrieval. They also teach foreign quartermasters how to stage lanes and carts so herds can move without damaging supplies, preventing friction that leads to broken contracts. Apprentices earn the hammer‑knot only after forging a head that cuts, a brace that fits, and a promise they would rather starve than sell sacred gear. Their brand shows a halberd head nested in a horseshoe‑shaped brace, struck on the inside of the smith’s pauldron.

Beauty Ideals

Beauty, to the Dycuus, begins where bearing meets purpose. The eye is drawn first to the line of the withers and shoulders, the measured rise and fall of a deep, unlabored breath, the clean geometry of a stride that wastes nothing. Hooves are kept dark and immaculate, edges squared for traction, their sheen earned by miles rather than mirrors. Manes are braided with clan cords and travel beads—left braids for kin, right braids for deeds—dyed in ash‑black, bark‑brown, and the green of living boughs. Scars are read like script: straight, well‑set lines speak of discipline and clean healing; ragged ones whisper of temper left untended. Metal ornament is sealed in resin against their corrosive blood; favored pieces are bone, horn, wood, and leather, shaped by hands that know weight and weather. A well‑fitted brace for a halberd, balanced harness lines, and armor that lets power move from chest to hoof—these are admired more than jewels. Even scent carries meaning: smoke, sun‑dried grass, oiled leather, and the honest salt of long work.   Yet their highest ideal is a quiet strength that holds when the world presses in. Patience at council fires is considered handsome; a voice that steadies a quarrel before it hardens is lovelier than any tune. Generosity with water, vigilance about keeping rivers clean of blood, and the habit of easing a foal’s fear before lifting a weapon—these polish a person brighter than metal. Pride is admired only when anchored: a champion who steps to the front without trampling those behind, a laborer who carries two burdens so another can walk light. Clothing follows the same creed—coverage chosen to command respect among outsiders, cuts that protect vital places without choking motion, marks that honor family before fashion. A warrior who can leash fury until the lane opens, then spend it in a single, perfect charge, is called beautiful. So is the Binder who turns blighted ground to orchard, and the Seeker who makes pain useful without making a spectacle of it. In all things, elegance is measured by control—strength shaped into care, momentum guided by oath and memory.

Gender Ideals

Among the Dycuus, gender is a matter of stride rather than shape. They prize any person—whatever the body—who can carry water without spilling, hold silence until counsel ripens, and unleash power only when the lane truly opens. Tradition names two bright poles: the Storm‑Voice, who bears the front’s weight and turns momentum into safety, and the Hearth‑Voice, who keeps the center breathing and turns scarcity into enough. Either calling may live in any body, and many wear both at different seasons, binding their choice with cords and braid‑knots rather than with iron rules. To be considered masculine, in the old songs, is to stand the midnight watch without complaint and to meet the charge with a chin that does not flinch. To be considered feminine, in the same songs, is to make a camp that holds through storms and to turn wounded fury into steady work by dawn. The Seeker’s path complicates both, valuing minds that can bottle pain into tools and still remember which fields must not be poisoned. In all these shapes, the ideal is control—pride leashed to purpose, care wide enough to shelter more than the self.   Signals are worn rather than shouted: braid on the left for kin, on the right for deeds, with knot‑patterns that declare Storm‑Voice, Hearth‑Voice, or the Road‑Between for those who walk beyond both. Tail rings and ear cuffs are practical before ornamental, their placement telling whether a person leads lanes, binds wounds, scouts wells, or teaches foals. Courtship is a test of matched pace: a vow‑run at dusk, a shared canteen at the midpoint, and an offered tool chosen to honor the other’s calling. Partners of any pairing are judged by how they share weight—who volunteers for rear‑guard on a bad day, who stays gentle when tempers want iron. Children claim their first cords after a long‑ride that proves patience more than speed, and the Council applauds the role they choose rather than the body they were born to. Clothing follows the same grammar: a brace for those who break gates, a binder’s apron for those who mend soil, a Seeker’s sealed gloves for those who work with blood. Even prayers take on these shapes, Umbreon’s taught low for endurance and Titania’s spoken soft for relief, neither diminishing the other when the herd must hold. Thus gender among the Dycuus reads as a promise kept in motion—who you are is how you move, how you carry, and who rests easier because you chose that pace.

Courtship Ideals

Courtship among the Dycuus is a test of matched pace, not grand proclamations. Suitors begin with a dusk vow‑run, keeping stride together for a measured distance; at midpoint they share a single canteen, proving restraint and regard. Gifts are tools, never trinkets—an oiled brace that fits the other’s shoulder, a reinforced harness line, a sealed glove for work that bites. Braids carry meaning: left for kin, right for deeds; a suitor weaves a thin cord into the right braid only after the Hearthwardens approve the pairing. Families meet beside a cairn‑stone where oaths are spoken softly and recorded in the black‑stone ledger, witnessed by a Dy‑Speaker. A “rear‑guard vow” is common—one partner promises to take the dangerous post when the lane turns ugly, the other to keep the center steady. There is no racing to win; breaking stride to show off is considered childish and rude. When courtship is accepted, the pair completes a final silent loop around the camp, carrying each other’s kit to show shared weight.

Relationship Ideals

Ideal unions are built on shared burden, clean counsel, and herd‑first choices. Partners choose roles by need rather than habit—some seasons call for the Storm‑Voice who meets the charge, others for the Hearth‑Voice who keeps the water sweet and the tempers cool. Conflicts are brought to the two‑voice circle, where each speaks in turn while a Hearthwarden keeps time; no one raises volume, and both must state the other’s view fairly before judgment. Privacy is valued, secrecy is not—ledgers record travel, coin, and promises so the herd can protect its own. Child‑rearing belongs to the pair and the camp: mentors are chosen early, and foals learn to carry small weights for long distances before they learn to strike. Partners honor “stillness rights”: either may call a temporary halt during fights or negotiations, and the other must obey until a Dy‑Speaker arrives. Love is measured by reliability—who volunteers for the worst shift, who remembers to mend what they did not break, who keeps faith when distances grow. If a bond must end, the pair performs an Undoing Walk around the cairn three times, returns tools, and cuts only the braid‑cord, not the friendships around it.

Common Etiquette Rules

Speak plainly, listen fully, and leave a lane open—these are the three courtesies of every Dycuus fire. Do not interrupt a Doyen mid‑reckoning; do not touch another’s braids without explicit invitation; do not stand directly behind someone preparing a brace strike. Offer water before salt or spirits, and always keep blood—especially cursed—far from streams and wells; a Binder will scold even a champion for carelessness. Guests are warned about biped rooms; Dycuus apologize quickly if a stool or ladder fails and replace it at once. Trade is concluded with both hands visible and a clean count; haggling hard is fine, lying is disgraceful. In foreign courts, added torso coverings are worn to command respect and avoid spectacle, but the Dycuus expect equal respect for their customs in return. When tempers rise, the angriest speaks last, not first, and a Hearthwarden may call stillness to cool the air. Sacred arms are not handled by outsiders; asking to try a Dy’Ahn‑Rot or Venom‑Spine earns a polite refusal and a quick change of subject.

Common Dress Code

Form follows function: armor and garments must move power from chest to hoof without waste. Manes are braided with clan cords and travel beads—left for kin, right for deeds—while tail rings and ear cuffs signal calling (Storm‑Voice, Hearth‑Voice, Seeker, Binder, Vanguard). Metals are resin‑sealed against corrosive blood; favored materials are bone, horn, wood, and well‑oiled leather. In towns, Dycuus adopt higher collars, fitted chest wraps, and reinforced sashes to frame authority and spare furniture; in the field, they prefer harness lines that distribute load and braced pauldrons that lock for the strike. Mourning brings ash‑white wraps over lance shafts and a single unbraided lock; celebration adds green thread to cords and polished wither‑plates. Seekers wear sealed gloves and aprons; Binders, canvas smocks and water‑proofed boots; Vanguard, wither‑plates paired to shoulder braces for full‑chain impact. Jewelry is quiet and purposeful—a carved bone toggle that doubles as tool, a cuff etched with oaths on the inside. Clean lines, clean gear, and the absence of unnecessary clatter are considered the height of elegance.

Culture and Cultural Heritage

The Dycuus carry a heritage braided from the Dy, the Curse, and the long memory of roads. Oral histories are sung around low fires while cairn‑stones mark births, oaths, parley sites, and stands where the line held. Children earn their first cords after a long‑ride of patience, not speed, and learn that pride must anchor to service or drift into harm. They revere the Mastodons’ ancient counsel, honor cautious relief from Titania’s gardens, and keep Umbreon’s bargain without letting decay become spectacle. The Thornmane Remembrance preserves clear accounts of the Slumbering Stream and the War of Twisted Roots so rumor cannot rule the next century. Craft is sacred: halberd heads tempered with trace blood, autoloaders that never leak, harness lines that don’t fail when lives hang on them. Festivals “green the scar,” turning spent battlegrounds and cut banks into orchards and terraces as proof that strength can also mend. Through it all, the Dycuus measure greatness by how much weight one can carry without breaking stride—and how many others walk easier because that weight was chosen.

Common Customs, Traditions and Rituals

Dawn begins with First Water, a quiet circle where cups pass left to right and plans pass the other way, so no one drinks without also listening; hooves are cleaned, braces checked, and braids re‑tied—left for kin, right for deeds—before the herd moves. Midday brings Ledger Fire, a brief count of coin, oaths, and reparations so promises do not drift, followed by Load Share, where the strong take an extra strap from the tired without comment. Disputes go to the two‑voice circle at dusk, each speaker reciting the other’s view before the Hearthwarden rules, and any raised voice yields to stillness on command. Courtships are marked by a vow‑run at sunset and a shared canteen at the midpoint; unions by a soft oath at the cairn‑stone; endings by the Undoing Walk, three silent loops and a returned tool. Mourning hangs ash‑white wraps from lance shafts for seven nights, then the herd plants a tree or stones a well in the name of the fallen; victory festivals green the scar, terracing cut banks and seeding orchards where lines once broke. The Remembrance keeps watch at parley sites—white‑wrapped lances, no steel drawn—and the Vanguard raises a small cairn wherever a rear‑guard held. Seekers burn spent spines at Spine‑fires and Binders lead water‑wards, rites that neutralize spilled blood before it can sour a stream, because the road is only safe when tomorrow can drink.

Common Taboos

Taboos, to the Dycuus, are not mere strictures but fractures in the Dy—hairline cracks that, if ignored, spread ruin through the whole. The foulest of these is to be ridden like a common beast, a posture of subjugation that shreds pride and stains the herd. Only those who have been Braided—bound by a formal braid-rite of consent, honor, and witnessed vow—may bear another upon their back, and even then the act is rare, solemn, and purposeful. Love with non-Dycuus may be honored, but to be sat like a saddle without the Braid brands one as pet rather than partner, a humiliation that lingers longer than bruises. When it happens, many freeze mid-stride, breath hitching as the imagined outrage of kin and Doyen crowds the mind like a stormfront. Repeat violations can spiral into days of shame-silence, hooves unmoving in camp, a paralysis born not of fear but of communal expectation grinding against wounded dignity. Touching mane or tail without leave bears a similar stain, for those braids are lineage and oath made visible; hands that presume upon them invite swift correction. Second only to the riding-curse is betrayal of the Dy itself: abandoning a herdmate in the charge or breaking consensus after the horn has sounded. To sell one’s blighted blood to outsiders, to traffic in it as commodity, is profanation; to weaponize that blood against kin writes exile the moment the vial leaves the hand. Outsiders laying hands on sacred gear—the Dy’Ahn-Rot halberds or the Blight-Shunt kits—without rite or invitation defiles more than metal; it trespasses on years of suffering alchemized into purpose. Lies that fracture unity, false reports in council, and boasts unbacked by deed are named rot of the tongue and are scraped away by public reckoning. Desecrating a fallen Dycuus—sealing a body from decay, mocking the return to soil, or denying the funeral march—is a wound struck at Umbreon’s cycle and the herd’s memory both. Attempts to enthrall a Dycuus with mind-binding, though futile, are treated as an assault upon the core of pride and invite uncompromising reprisal. Trade that exploits the herd—contracts that bind foals, levies that yoke the strong as labor stock, or “gifts” that demand obedience—is named Chaincraft and shunned wherever the Dy holds sway. Above all, any act that makes a Dycuus appear a mount rather than a mind—be it a careless jest, a grab at reins, or a thoughtless climb—calls down the full weight of communal censure, for dignity is the herd’s first armor and the last law they will yield.

History

In the elder days of Tilith, the Dycuus moved like thunder across grasslands. Herd fires burned low and steady, tended by hands that prized craft over conquest. Their way, called the Dy, ordered the world as family, herd, then all else beyond the horizon. Decisions came slowly, hammered on the anvil of consensus until no hoof struck out of step. Pride lived among them, not as vanity, but as the certainty that strength should shelter kin. Doyen rose from merit and memory, voices that could quiet a restless camp with a glance. Children learned to run beside elders, to carry water before carrying spears. The plains answered their cadence, and the sky seemed wide enough to hold every future.   Then three Doyen looked beyond that sky and mistook hunger for destiny. Urgath the Prime, Lio the Cherished, and Venteish the Sagacious sought a higher shape for their people. They petitioned powers and pulled at roots older than language, reaching for a gift that would not be given. In the grasping, Umbreon answered, not with a crown, but with a quiet hook set behind the ribs. The Curse of Blight took root, a slow inward unraveling that taught bones to remember endings. Pain made resolve like iron, and pride became a wall no whisper could breach. From that day, mind‑bending sorceries slid off them like rain, yet solace did not follow. The Dycuus learned that strength can harden into a mask when grief has nowhere else to go.   They wandered, bargaining at groves and glaciers, learning how other gods measured mercy. Miracles from distant creeds snagged and tore, their workings doubled in difficulty as if the world itself resisted. Ult’taris allowed Umbreon a seat beneath the boughs, for rot, too, completes the circle of life. That ancient sanction made the curse lawful, even while it gnawed. Titania’s gardens offered breath between ragged heartbeats, easing torment without severing its cause. Some Dycuus served at those glades, pruning and planting, and found the nights less long. Others clung to Umbreon’s bargain, turning endurance into purpose and purpose into work. Between these paths lay a road of arguments, campfires split by quiet lines in the dirt.   The feud that would scar eras began with water so clear it mirrored intent. Dycuus feet broke that mirror at the Slumbering Stream, where Thornmane’s choice met Willowheart’s counsel. Umbreon’s hush rode the wind like a suggestion, and a single misjudged charge shattered parley. The elder fell, and with her, the chance to unspool a knot before it tightened. The Cervidae called the day a crime; the Dycuus called it necessity grown from decay’s lesson. Neither side was wrong in its own songs, and both were wounded by belief. From streambank to tree line, the first skirmishes learned the names of grief. War woke, slow and grinding, and refused to sleep.   They named it the War of Twisted Roots, because every victory felt like pulling at a living thing. Seasons stacked like shields, and still the lines bent but did not break. Hooves learned the temper of armor; lances learned the hollow behind it. The Dycuus carried walls of muscle and will, cracking sieges by momentum more than numbers. The Cervidae answered with wind‑shot paths and spells that asked trees to remember kindness. Each campaign cut a ring in the wood of history, and the sap bled dark. Songs grew harsher, and so did the mares who sang them at night. Pride held the ranks together even when the curse knelt them in private.   The Mastodons came when the noise threatened to drown the plains themselves. They spoke with a patience that made blades seem like interruptions rather than arguments. Their Council of Clans lifted a voice the Dycuus respected, not for power, but for remembered truth. Knees bent, not from fear, but from recognition that endurance without wisdom is only a longer road to ruin. The Voice of the Pride called for stillness, and stillness arrived with the weight of mountains. Ceasefires were hammered like bridles, meant to guide rather than bind. The Dycuus learned to sheath fury, to hold it like a coal for winters that deserved it. Even so, the stream kept whispering, and both sides kept listening.   Peace did not spare them the commerce of other hungers. Foreign lords learned that a Dycuus charge could break a city faster than taxation ever could. Contracts were signed with the ink of necessity, and herds found themselves marching beneath banners that never once spoke their names. In alleys where stone sweated, Umbreon’s work required hands that understood corrosion as a language. Their blood was bottled in cruel places, sold to burn through locks and armor and conscience. The Dycuus bore it because they could, and because bearing had become their craft. Yet every deal carried a question that could not be priced: how much of a soul can be rented before it remembers a home. Some payments arrived as silence, which was always the most expensive coin.   From necessity, the Seeker Caste rose like a darker dawn within the camps. They studied the blight as if it were a scripture cut into their own ribs. Sages tempered steel with cursed fluids, forging the Dy’Ahn‑Rot Halberd to channel the force of a whole body. Others carved hollow spines and built propellers for distance, teaching their hands to aim decay as precisely as truth. These arms belonged first to the herds, and only to the herds, by oath and by pain. Outsiders who coveted them learned that some tools refuse ownership the way a body refuses bad blood. The Dycuus trained until momentum felt like prayer, and impact like answered prayer. War‑songs changed key, but not purpose, and the ground remembered each chorus.   The Dy remained the map that kept them from walking in circles. Foals learned their first laws at the cookfires, and the laws were faces rather than words. To be Raised by the Dy meant a thousand small duties braided into a single cord. To be Forsaken meant the cord cut, and a silence where the herd should have been. Some who left found work at Titania’s edges, trading labor for relief that did not shame them. Some returned to Umbreon’s corridors, preferring certainty over any balm that asked for patience. Camps divided without drawing steel, which is the quieter way wars often begin. Still, when the horns sounded, they formed a single line, because family is a promise made before logic arrives.   In quieter years the Dycuus turned back to the land, which had never stopped speaking. They dug channels that remembered floods and raised cairns where names could rest. Herds sought routes that would not poison rivers, carrying caution the way others carried flags. Doyen taught that mercy wastes nothing, and that even rot can be stewarded into renewal. Stories grew around the fire about elders who bargained with storms and found them teachable. Children learned that pride must anchor, not drift, or else the wind will own it. When strangers came honest, they were given bread; when they came hungry for power, they were given a road. In all of it, the Dy held like a knot that would not slip.   Today they stand where storms and seasons bargain, a people made of load‑bearing bone. Pride sits on their shoulders like armor, heavy and necessary, polished by use rather than vanity. The blight does not relent, but neither do they; that is the shape of the agreement. Some will carve paths through cities where rot undermines tyrants; some will plant orchards that remember mercy. They will argue at fires and sing over graves and charge when the lane opens. The gods will watch, as they always have, from gardens, from volcanoes, from the quiet places beneath floorboards. The Dycuus will keep moving, because motion is the one prayer they know cannot be refused. And somewhere ahead, the stream will be waiting, clearer than before, asking what kind of future dares to drink.

Historical Figures

Urgath the Prime

First among the Three Great Doyen, Urgath led the petition to the Botanical Arches that bound the Dycuus to Umbreon’s domain. He argued that only a “higher shape” could safeguard the herd forever, and his push opened the door to the Curse of Blight that now lives in their bones. After the curse took hold, Urgath insisted the change be faced head-on: minds must never bend, and pain must be given a purpose. Councils since have condemned his hubris while quietly keeping his hardest lesson—no outside will may rule a Dycuus mind. Urgath’s name is invoked in caution at First Water whenever bold plans outrun their ledgers. His reforms on oath-keeping later shaped the black-stone ledgers of reparations and exile. Even those who despise him admit his choices defined the Dycuus more than any victory since. His cairn is unmarked by tradition; memory alone must carry the weight.

Lio the Cherished

Lio was the conciliator among the Three, pressing for protections that would keep families and foals alive through whatever the petition awakened. When the curse arrived, Lio codified the early forms of First Water and Load Share, arguing that routine discipline would outlast panic. He negotiated the first “biped rooms” with human towns, preventing insult and furniture breakage from becoming excuses for war. Lio’s charter placed families first, the herd second, and all partners third—a priority the Council still uses when drafting field edicts. Critics say he damned the herds to endurance rather than cure; supporters say endurance is why they still exist. His travel cords—kin left, deeds right—became the braid grammar the Hearthwardens teach to foals. Lio died during a flood relief, not a battle, directing waters away from a nursery camp. The Binders keep his name on their orchard tools as a reminder that mercy wastes nothing.

Venteish the Sagacious

Theologian of the Three, Venteish wrote the Cold Rule later adopted by the Seekers: decay must serve function, not spectacle. He argued Umbreon’s place under Ult’taris made the curse lawful, and therefore manageable if measured and contained. Venteish designed the first seals for early autoloaders and insisted every spine be logged, retrieved, or burned. His commentaries on “necessary endings” remain controversial—half scripture, half warning—quoted by Quiet Ledger cells and condemned by those who fear drift toward cruelty. When a noble tried to buy Dycuus blood, Venteish organized the first public shaming under the Voice of Hoof and Hammer. He died at his desk, not his halberd, with a ledger open to the costs of a collapse that spared a tenement. Seekers trace their bracer spiral back to his notes in the margin of a fallen beam. Even his enemies admit he taught the herds how to count harm before they caused it.

Thornmane Grayhoof

A Doyen whose single misjudged charge at the Slumbering Stream killed the Cervidae elder Willowheart and lit the War of Twisted Roots, Thornmane is the name Hearthwardens speak when they teach restraint. The Council stripped his cords and exiled him to prevent a civil split, then raised a cairn for Willowheart to mark what pride can cost. Thornmane returned once, unarmed, to a failed parley site to submit to judgment and was cut down by skirmishers who did not care for councils. His death hardened both sides for a generation and birthed the Thornmane Remembrance, sworn to keep records sharper than rumor. The Remembrance ride under his name not to honor him, but to anchor future talks to the truth of his failure. Two-voice circles cite his case as the reason the angriest speaks last. Vanguard manuals place his story beside rear-guard doctrine to show how one hoof can break a century. His line keeps silence by custom; their foals wear plain cords.

Korrath Hollowbrace

Master of the Seeker Caste, Korrath tempered Dy’Ahn-Rot heads with trace cursed blood and built seals that keep autoloaders tight on month-long marches. She trained smiths to collapse targets inward and to map drains and beams so civilians lived to see morning. Korrath refused pay when harm exceeded plan, a standard that became Seeker law and Ledger practice. Her public denunciation of Merren Blackspine for selling venom spines to outsiders set the precedent for brand-breaking by the Voice of Hoof and Hammer. The hollow-circle spiral etched inside Seeker bracers is hers, a reminder to make pain useful and never theatrical. She lost a hand to acid during an evacuation and finished the night directing a bucket line. Cities that survived her sieges still hire her apprentices to maintain cisterns and load-bearing arches. Korrath died at a Spine-fire, auditing shot-logs by lamp so tomorrow could drink.

Deyra Thornhide

Founder of the Order of the Blight-Lancets, Deyra turned hit-and-run skirmishing into a clean science. She wrote the first shot-log catechism, forcing apprentices to account for every spine—fired, retrieved, or burned—before water barrels are opened. Deyra’s false lanes broke three enemy cavalries without drowning pastures in poison, a tactic the Order still teaches on packed ground. When a merchant offered coin for spines, she hauled him to Ledger Fire and made him count debts to the hungry before she counted his silver. The oath against selling spines—no terms, no excuses—is traced to that day. Her original ledger travels with new captains as a touchstone and a warning. Deyra died of age in camp, braids tied simple, tools laid out for the next hands. The Order’s mark—a barbed spine over a slanted thrower—hangs above her cairn.

Jorvan Shieldback

Vanguard Captain Jorvan wrote the modern rear-guard doctrine after holding Stonefist Pass while refugees and wagons cleared the cut. He drilled lines to hold rank without trampling those ahead, codifying inches and angles instead of speeches and bravado. Jorvan planted a portable cairn-stone at the pass and marched back months later to raise a proper memorial, making good on a promise in front of the herd. His notes on brace-lock timing and wither-plate fit are still issued to recruits with their first iron. Foreign princes tried to buy his column; Jorvan set the policy the Vanguard still follows—we will march beside you, never beneath you. The banner of dark wither-plate over crossed halberd and hammer traces back to his armor and kit. He died quietly after a long winter, drill whistle on a cord, cairn stones arrayed on his shelf. The lane at Stonefist is still paced to his count on remembrance days.

Selvine Dawnstride

A Remembrance rider who stopped a battle at Willowbank Crossing by raising a white-wrapped lance and reciting records until both sides remembered their oaths, Selvine made parley a craft again. She carved the first alternating-voice cairn—Dycuus stanza answering Cervidae stanza—so neither archive could erase the other. Selvine trained speakers to halt a charge with a raised hand and an oath on stone, and her method is now the standard for crisis talks. When a hot-blooded captain threatened her under truce, the Council declared harming a white-lanced rider an offense against the Dy. She helped draft the seed-time and mourning-rite prohibitions on raids, saving more lives in winter than any blade. Selvine died on the road between circles, lance wrapped clean, ledger strapped to her flank. Willowbank’s temporary grazing pact became a model used across the Ember Plains. Her voice opens most two-voice circles by tradition: dates first, then grief.

Veydra Ashwither

Iron-Withers Captain Veydra is remembered for formalizing the braid-rite that allows a Dycuus to bear another by consent without shame. After human scout Corren Vale saved her foal during a border raid, Veydra petitioned Hearthwarden Ralik Two-Braids to witness a public vow before the Council and the ledgers. Water in a stone cup steadied their reflections; a red-black cord entered Veydra’s right braid; the camp recorded it all. Some hardliners demanded exile; the Council ruled that dignity is guarded by oaths, not by fear of insult. The rite prevented outsiders from turning hospitality into humiliation while preserving the taboo against unconsented riding. Vanguard companies still teach Veydra’s protocol for guests and mixed units, including the use of reinforced “biped rooms.” She died in harness during a storm evacuation, carrying a child across a washed-out ford. The stone cup she used is kept in the archives, rim chipped by years of vows.

Teren Half-Mane

A field leader of Umbreon’s Quiet Ledger, Teren planned the No Shrines operation in Brasshollow that toppled Lord Kerrid Vos’s hoarding without loosing plague. He mapped rot in beams and vaults, collapsed the granary inward on a rain night, and had cisterns repaired by dawn so the city woke to water and grain. Teren’s report—no spectacle, no poison you cannot clean later—is now drilled into Ledger cells alongside Seeker sealing standards. He coordinated with Hearthwardens for evacuation routes and left only a burned crescent mark hidden on a rotten doorframe. The Council tolerates Ledger cells because of outcomes like his, and forbids them when they stray to slavers’ coin. After Brasshollow, Teren vanished back into the alleys where stone sweats; Ledger tradition says he retires every time streets calm. His playbook is copied in three inks: black for targets, blue for people saved, and red for costs paid. Cities that keep their drains clear sometimes chalk “Half-Mane” near a grate in thanks.

Common Myths and Legends

The Braid and the Stone Cup

This legend centers on Captain Veydra Ashwither of the Iron-Withers Vanguard, the first Dycuus known to perform the braid-rite for a non-Dycuus. Veydra’s chosen partner, a human scout named Corren Vale, saved her foal during a border raid, and in return she vowed to carry him into battle if needed. At a council fire, Hearthwarden Ralik Two-Braids poured water into a stone cup and instructed them to look until their reflections matched. The vow was spoken aloud, recorded in the black-stone ledger, and sealed when Ralik tied a red-and-black cord into Veydra’s right braid. This became the model for the formal braid-rite, a public ceremony of consent and honor that protects both bearer and rider from disgrace. The story warns that being carried without this rite brands a Dycuus as a beast of burden, an insult that can lead to exile. The stone cup from that night is said to still rest in the Council archives, its rim chipped from years of use in braid-rites. Young Dycuus learn this legend before they learn the battle songs, ensuring they understand that dignity and consent are as sacred as oaths.

The Night the Stream Slept

The War of Twisted Roots began at the Slumbering Stream, where Doyen Thornmane Grayhoof met Cervidae elder Willowheart to discuss grazing rights. Witnesses claim the meeting began calmly, but an insult—its details still debated—sparked Thornmane’s sudden charge. His hoof struck Willowheart before guards could act, killing her instantly and shattering hopes of a peaceful resolution. The Dycuus declared it an act of necessary defense; the Cervidae named it murder. Fighting began within the hour, and for centuries afterward, the stream was avoided by both peoples. To prevent such breakdowns, the Dycuus created the two-voice circle, where each side must speak the other’s account before judgment. The “Stream Slept” name comes from the eerie stillness witnesses swore hung over the water after the blow. The cairn at Slumbering Stream stands as a warning that one moment’s anger can bind generations to war.

The Voice of the Pride

During the height of the War of Twisted Roots, Dycuus and Cervidae armies clashed for months on the Ember Plains. The arrival of High Matron Thassra Stonehide of the Mastodons changed everything. She stood between the lines, unarmed, and told both armies to be silent long enough to remember the weight of their dead. Her Council of Clans proposed a ceasefire not as a command, but as a pact built on mutual recognition of survival over conquest. The Dycuus respected her words because they came from centuries of recorded history, not coercion. The ceasefire held, allowing wounded to be recovered and rivers to be cleaned before disease set in. Since then, “Voice of the Pride” has been the Dycuus term for wisdom so trusted it needs no enforcement. The Matron’s carved likeness still sits in the Council chamber, a reminder that sometimes the strongest voice is the one that can quiet an entire battlefield.

The Forge That Ate Itself

This Seeker myth tells of Master Smith Korrath Hollowbrace, who taught that decay should be turned into a weapon only when its harm could be measured and controlled. Korrath quenched Dy’Ahn-Rot halberd heads in her own cursed blood, sealing them so they would never leak in storage or transport. She trained her apprentices to bring down enemy structures inward, minimizing collateral damage and preserving civilian shelters. Her rival, Merren Blackspine, broke her code by selling venom spines to foreign mercenaries. The Voice of Hoof and Hammer stripped Merren of his right to forge sacred arms, breaking his pauldron brand in public. Korrath’s designs became the standard for siege and defense equipment in Dycuus service. Her symbol—a hollow circle with a downward spiral—is still carved inside every Seeker’s bracer. The Forge That Ate Itself is told to remind smiths that power without restraint corrodes more than metal.

The White Lance at Willowbank

At Willowbank Crossing, tensions between Dycuus and Cervidae patrols nearly erupted into open battle. Remembrance Rider Selvine Dawnstride rode between the lines carrying a white-wrapped lance, the sign of parley. She recited the dates and records of past agreements, forcing both sides to remember the treaties they were breaking. Her calm presence and unwavering pace made both commanders hesitate long enough for talks to begin. The ensuing negotiations avoided a massacre and resulted in a temporary grazing agreement. A cairn now stands where Selvine stopped, carved with alternating accounts from Dycuus and Cervidae witnesses. Since then, harming a Remembrance rider under white lance has been considered a crime against the Dy itself. The White Lance at Willowbank is told to show that courage and record-keeping together can stop a battle before it starts.

The Ledger with No Shrines

In the city of Brasshollow, Lord Kerrid Vos hoarded food and water, selling them only to his allies while the poor starved. A Quiet Ledger cell led by Teren Half-Mane mapped the city’s rot, identifying structures whose collapse would free resources with minimal loss of life. On a rainy night, they brought down the granary into its own cellar, spilling grain into the streets, then repaired the public cisterns before dawn. No shrines or symbols were left—only a small burned crescent hidden on a rotting doorframe. The city calmed within days as food and water flowed again. The operation became known among the Dycuus as the perfect example of targeted action without unnecessary destruction. Ledger agents now study “No Shrines” as a case model in their training. It reinforces the rule: no ruin the herd cannot help rebuild.

Green and Black Twined

Binder Rowan Broadleaf found a field poisoned by spilled cursed blood after a skirmish with bandits. Refusing to leave it barren, she built terraces to slow flooding, turned the soil to dilute the toxins, and grafted blight-resistant saplings. With guidance from Titania’s clergy, she restored the land without severing the Dycuus’ ancient bargain with Umbreon. Over three seasons, the orchard thrived, its green leaves and black bark becoming the Binder emblem for growth and decay working together. Every “green the scar” festival honors Rowan’s Orchard by restoring battlefields to productive land. The site is considered sacred, and Binder apprentices are brought there to swear their first oaths. The legend teaches that true strength is proven by how much life you can bring back to a place touched by death.

The Weight of Rear-Guard

During the retreat from the Stonefist Pass Ambush, Vanguard Captain Jorvan Shieldback volunteered for the rear guard. He drilled his line to hold without trampling the refugees and wagons ahead, absorbing charge after charge from pursuing forces. Once the last wagon cleared, he planted the portable cairn-stone on the pass to mark the stand. Jorvan later returned to build a full memorial, keeping his promise to the fallen. The Vanguard now treats rear-guard duty as the greatest honor a warrior can earn. Outsiders seeking to hire the Vanguard for direct command are refused—they will fight beside allies, but never under foreign orders. The Vanguard banner, a dark wither-plate over crossed halberd and hammer, is said to be modeled after Jorvan’s own armor from that day. This legend teaches that discipline and protection outweigh glory.

The Thousand Spines

The founder of the Blight-Lancets, Captain Deyra Thornhide, perfected the art of disabling enemy formations without poisoning the land. She recorded every shot fired, retrieved all recoverable spines, and burned them to ensure no streams were fouled. In one campaign, she set a false lane lined with her venom spines, causing an enemy cavalry to break formation without harming the mounts. When a merchant offered to buy her stock, she refused and publicly shamed him for treating weapons as commodities. Her shot-log ritual is still taught to all new Blight-Lancets. The order keeps her original ledger as both a teaching tool and a sacred artifact. The Thousand Spines is told to show that a weapon is a trust given by the herd, not a possession to be sold. Precision and discipline are seen as the highest forms of skill.

Many Feet, One Flame

This legend tells how the Council of Herds’ seal was created. During a dispute over migration routes, the Council risked splitting into hostile camps. Hearthwarden Lerath Three-Cords ordered a cookfire kept burning while memory-keepers recited past rulings to remind everyone of shared history. Neutral caravans delivered food and water so no one starved while debates continued. After days of patient negotiation, the dispute was resolved without breaking the herd. The agreement was recorded in the black-stone ledger, and the fire became the Council’s emblem. The seal—two rings of hoofprints around a cookfire—now appears on all official decrees. This story is told to remind leaders that patience, shared resources, and respect for history keep the herd united.

Interspecies Relations and Assumptions

Interspecies posture—how the Dycuus approach “others” The Council of Herds sets a simple order that shapes every treaty: protect families first, then the herd, then any client or partner. They will ally as an independent column, never under foreign command, and they write contracts with Hearthwarden clauses about water, grazing corridors, reparations, and evacuation routes. The Packstone Syndic enforces fair pay and blacklists slavers or anyone bottling Dycuus blood; the Voice of Hoof and Hammer prohibits outsiders from keeping sacred arms. In cities, Seekers and Quiet Ledger cells cooperate with locals to topple hoarders with minimal harm, then vanish—no shrines, just fixed cisterns. Hospitality is genuine but controlled: “biped rooms,” reinforced furniture, visible hands at trade. Romantically, the rule is consent made public; the braid-rite allows bearing a partner only after an oath before witnesses. Guests who ignore the riding taboo are removed from camp and listed in the ledger. In short: the Dycuus will stand beside you, never beneath you; love and law both move at the pace of oaths.
Cervidae—war neighbors and hard negotiations Centuries of the War of Twisted Roots began at the Slumbering Stream, and every Dycuus remembers it at First Water. Politics today are managed through two-voice circles, alternating testimony with Remembrance riders keeping the count, and Mastodon-brokered ceasefires that pause raids during seed-time and mourning. Trade happens in narrow bands—timber, salt, graftlings—under water-safety inspections led by Binders. Joint projects that “green the scar” are the safest diplomacy: terraces, canals, and orchards where lines once broke. Romance is rare but not forbidden; when it happens, couples use alternating vows at a cairn and agree to raise children under both archives. No one rides anyone—period—and courtship favors shared labor over gifts: a repaired gate, a cleared culvert, a full ledger page with both names. The social risk is real: hotheads on both sides read intimacy as betrayal, so Hearthwardens assign neutral caravans if tensions spike. When a mixed pair survives a winter together, the camp usually relaxes; useful love persuades.
Mastodons—elder peers rather than partners The Mastodons’ Council of Clans is treated as an elder voice whose stillness can halt a charge; the Dycuus don’t kneel from fear but from respect for endurance and memory. Politically, Mastodon arbiters fix water-rights, grazing lanes, and ceasefire clocks; their rulings get copied into black-stone ledgers and cited for generations. Joint patrols happen on migration routes vulnerable to poachers and slavers, with Dycuus covering fast response and Mastodons anchoring negotiations. The Dycuus adopt Mastodon audit habits—dates first, then costs—whenever a dispute risks splitting camps. Romance here is virtually nonexistent; the bond is patron-protege more than pair-bond. What does happen are oath-kin adoptions: a Mastodon elder names a Dycuus caravan “under tusk,” and the caravan swears to answer parley horns. Festivals mark this with a single shared flame—“many feet, one fire”—burning until the next season’s review. The effect is simple: fewer panicked decisions, fewer empty wells.
Humans—contracts, cities, and the commonest cross-pairing With humans, politics runs through the Syndic, Hearthwardens, and the Quiet Ledger. Road-building, bridge setting, and flood work are steady income, with contract clauses against debt bondage and clear penalties for furniture breakage or unsafe ladders. In cities ruled by hoarders, Dycuus Ledger cells select necessary endings—granaries that collapse inward, tax ledgers that “rot,” drains that finally run—then help rebuild so trade resumes. Culturally, humans are the most frequent romantic partners: vow-runs at dusk, a shared canteen, then a public braid-rite if bearing will ever happen. The camp installs reinforced bunks and step-tables; partners learn water-safety drills around cursed blood and how to stage lanes so no one gets trampled at night. Gift grammar stays practical: a fitted brace, a seal-kit, a harness line rated for rescue, never jewelry first. Outsider partners may never wield a Dy’Ahn-Rot or keep a Venom-Spine—households store sacred gear in locked racks with Voice seals. When a mixed pair volunteers rear-guard on a bad day, the herd considers the union proven.
Inuyakin, Felia, and the quick-footed Beastkin—useful neighbors, clean rules Among swift Beastkin, politics is patrol-based: shared border runs, well-scouting, and poacher interdiction. Inuyakin trackers love Dycuus lane discipline; Felia messengers pair stride and route maps with Dycuus water-math. Binders swap terrace and orchard techniques with Bovidea farmers, trading graftlings for draft help and cart designs widened for Dycuus mass. Disputes are solved with timed drills rather than speeches—who can keep formation, who can move a wagon through mud without snapping axles. Romance appears along these patrols: vow-runs over mixed terrain, tool-gifts that actually fit both bodies, and stillness rights written down for when tempers flare. Tail rings and ear cuffs announce roles so no one mistakes a medic for a scout mid-march. Mixed households mark floors with “lane stripes” to prevent night collisions and agree on a two-whistle stop rule. If a pair can share a three-day drought ration without quarrel, the elders sign off.
Sermata and other uneasy neighbors—caution, corridors, and chemical facts The Sermata’s plague-scarred history makes them wary of any doctrine of decay, and Dycuus cursed blood only sharpens the edge. Politics here is corridor diplomacy: tightly mapped trade lanes, neutral wells, and inspection posts staffed by Hearthwardens and Sermata apothecaries. The Quiet Ledger avoids Sermata cities unless enlisted by their councils; one bad collapse near a clinic would end talks for decades. Joint operations happen only under triple seals—Council of Herds, Sermata elders, and a Mastodon witness—usually against slavers or blight smugglers. Romance is extremely rare and requires careful logistics: sealed gloves at home, separate wash barrels, and a standing rule that no blood work is done indoors. If a pair insists, they undergo a three-witness braid-rite with a Binder supervising water rites and a Sermata medic monitoring exposure. Camps will honor the union but post a medic and a Ledger Fire for weekly check-ins. The shared value is pragmatism: live through spring; argue in autumn.
Courts, guilds, and city-states—how the Dycuus fit into other peoples’ laws In mixed capitals, Dycuus politics runs through guild charters and emergency ordinances. The Packstone Syndic registers caravans like unions, publishes slow-march warnings when cheated, and funds widened doors and reinforced benches so “insult by breakage” isn’t an excuse to bar Dycuus labor. Seekers serve as licensed structural auditors; their reports decide which buildings can be emptied, which bridges can carry grain, and which nobles need to hear no. The Quiet Ledger operates only under a “No Spectacle” compact—no plague, no collateral you can’t help rebuild—and leaves a paper trail courts can live with. Romances inside cities often cross class lines; Dycuus partners insist on ledgered property rights and stillness clauses enforceable by city watch. Household norms include posted lane arrows, secured weapon racks, and a hearth rule: water before spirits, ledgers before songs. Bystanders learn fast—never touch a braid without being asked. When a city honors those rules, Dycuus caravans stay for generations.
Faith neighbors—Umbreon’s bargain, Titania’s breath, and mixed households Interfaith politics are constant: Umbreon’s faithful press for decisive endings; Titania’s clergy argue for relief that preserves tomorrow’s harvest. The Council balances both by chartering Green Binders to lead recovery after any Ledger action and by requiring Seeker audits before structural sabotage. With Cervidae or human parishes, mixed councils write “water first” clauses: clean the wells, then count the coin, then argue scripture. In romance, Umbreon-aligned Dycuus often pair with Titania-aligned partners; households keep both rites—Umbreon’s low prayers for endurance, Titania’s soft words for relief—without pretending the curse can be wished away. Children are raised to state the other faith’s view in two sentences before choosing a cord; Hearthwardens treat that as a rite of patience. If a partner seeks to sever the curse outright, the Dycuus law is clear: a willing severance kills; mitigation is the road. Successful mixed families become quiet diplomats—orchards planted after necessary endings, ledgers kept clean, rivers kept drinkable. That balance is how the Dycuus stay in the world without letting the curse decide everything.
Genetic Ancestor(s)
Average Physique
A Dycuus has a normal human‑sized upper torso joined to a full horse‑sized lower body built for distance and shock power. The human torso is not oversized; it’s proportioned like a fit laborer, but the muscle insertions are thicker across the shoulders and lats for brace work. Beneath, the equine frame is deliberately larger than the upper body, giving a visual of mass and momentum anchored under a smaller command center. Average height at the human head runs between about six and nine feet, while the back line of the lower body matches a mature horse in breadth and depth. Weight ranges are heavy even for their height, and most adults can haul or drag loads that would require teams in other peoples. Movement reads efficient rather than showy, with long, controlled strides and a habit of keeping lanes clear when the brace is locked. In formation they brace their Dy’Ahn‑Rot into the shoulder and lower torso, turning whole‑body kinetics into armor‑cracking force. Stamina is a point of pride, and a healthy adult can keep a working trot for hours without labored breathing.   Armorers build high‑waisted wraps and groin plates around that placement, while healers carry separate kits sized for the upper body. The lower body carries the center of gravity and most of the mass, so brace sockets, harness rings, and pack rigging live on the equine frame. Because their blood is acidic, all contact points are resin‑sealed and water‑washed after use to protect gear and skin. Furniture and ladders designed for bipeds often fail under their weight, so “biped rooms” in friendly towns use reinforced steps and wide bunks. Even at rest the posture reads ready, with the human torso upright and the lower body parked in a squared stance that saves tendons. Stride discipline is drilled from youth so they never trample the line behind them when lanes are tight. The result is a body plan that looks top‑light at first glance but proves brutally stable once it starts moving.
Body Tint, Colouring and Marking
Lower‑body coats span bay, chestnut, dun, black, grey, and dapple, with dorsal stripes and leg barring appearing in some lineages. Hooves are kept dark, oiled, and squared, and their shine is praised when earned by miles rather than polish alone. The human torso shows natural skin tones from pale to deep brown, often with a faint dusting where the coat rises along the flanks and ribs. Scalp hair and lower mane usually echo coat color, tying the whole silhouette together in earth tones. Festival dress threads green into braids and cords, while mourning adds ash‑white wraps to lances and leaves one lock unbraided. Seekers favor sealed aprons and gloves that take dye poorly, so their kit looks smoke‑grey with acid‑dark seams. Binders use canvas smocks stained with soil greens and browns that never quite wash out. Vanguard wither‑plates are blackened and kept matte to avoid glare, the better to show the clean geometry of motion.   Natural markings—stars, blazes, socks, dapples—are recorded in ledgers for identification and sometimes echoed on harness with inlaid stripes. Because their blood is corrosive, most metal ornament is resin‑sealed and often darkens to a smoky patina that Dycuus find respectable. Oaths and small blessings are etched on the inside of cuffs or braces rather than on skin, keeping vows close without risking corrosion. War paint is rare and functional: ash to cut glare, clay to mark unit lanes, and grease to keep straps from biting. Healed scars form clean, pale tracks against darker coats, and a tidy line says the camp’s medics did their work well. Children sometimes braid colored yarns matching their mentor’s kin‑name colors until they earn their own cords. Household patterns appear on saddlecloth‑equivalents used under harness, not as riding gear but as load pads to spare skin. In cities, higher collars and chest wraps pick muted tones—charcoal, bark, river clay—chosen to command respect without spectacle.
Discovered by

This species has multiple parents, only the first is displayed below.
All parents:

Comments

Please Login in order to comment!