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  1. HYPERBOREA (orig by C. A. Smith) [R18+]
  2. Lore

XX Monster Island page 4

Due to these harsh subzero conditions and lack of edible material, most inhabitants at the snow level are alien creatures that find the ambient temperature more comfortable or require snow for reproductive purposes. For nutrition most descend below the snowline to roam the lower flanks of the mountain, hunting for suitable prey. Driving winds which become dangerously strong in the dry season often force the few creatures living at this altitude to take cover in snow caves or frozen-over ravines. Since much of the terrain is near vertical, they nearly all possess wings or large claws for climbing, travelling great distances in search of food.

The Island That Never Was

Monster Island is a recent addition to the topography of Hyperborea. At the beginning of the last Nightfall it simply appeared where it now rests in the middle of the River Okeanos. How this came to be is only conjecture even to the High Folk of the indigenous people. However at the time of the transference it was known that there was a planetary alignment which saw their sun begin to explode, also it was rumoured that all the Smoking Mirrors flashed into brightness at the very same time, at which time the heavens changed forever to the heavens of Hyperborea.

Current Political Situation

Most of the tribes have dropped to a level of simplistic primitivism which matches their hunter-gatherer lifestyle. Regarded as savages, they now live in distributed villages, the ruined towns shunned in superstitious fear. Each tribe is comprised of several independent villages but the scattered settlements often coordinate together in propitiation of their patron deity or feuding with neighbouring tribes over the limited resources. Warfare between the savages has become ritualistic, restricted to raids at certain times of the year to limit the loss of life. Open battle is avoided since the extermination of a tribe would remove the placating worship which keeps quiescent the particular god to which they bound themselves during the second apocalypse. Even the displacement of a tribe from its ancestral home results in the awakening of the tribal deity; causing a trail of rampaging destruction as the gods battle over new territories. A few enclaves of the fallen sorcerers still exist in the upper mountains, in a state of faded decrepitude, but retaining some elements of their refined culture and arts. Colloquially known as the High Folk, they are still powerful and greatly feared, occasionally launching raids on the peoples of the lower jungles to demand slaves – but whether for servitude, sacrifice or sustenance, the preyed upon savages are unsure. Some tribes living close to the ruins the sorcerers haunt offer up tribute to avoid the punitive attacks. Due to these capitulations the High Folk have begun to grow in strength, threatening the autonomy of other lowland tribes. Unknown to those outside the enclaves, the most powerful sorcerers are waging an internecine war to see who amongst them will assume rule over the others. Lacking direct battles, the political struggle is waged by subtle negotiations, dark sorceries, and the occasional assassination attempt. Once a clear leader emerges, as one will soon, the unified mountain peoples will begin conquest of the entire island to forge a new civilisation – one which may threaten the rest of the world once the secrets of their dark power have been recovered from the catacombs within which they currently lie hidden.

Thus far, the presence of humans has not upset the status quo between the lizardman tribes. However, whilst the influx of trade has brought peace with the closest tribe, that tribe’s increasing wealth is creating friction with its neighbours out of jealousy. Further off tribes fear the corrupting influence of the civilised soft-skins, especially once tombs start to be pillaged and taboo ruins violated.

Cultures

Monster Island possesses three major cultures, each one demographically separated by both race and geographical location. Characters who explore the island will come into contact with the natives, whose strange traditions will serve to bemuse, horrify or entertain their ‘guests’. The Colonists Primarily human civilised folk who have established a small, heavily fortified trading port, seeking to exploit the island’s natural resources and explore its secrets.

The High Folk

Barbarian remnants of a high civilisation which had once mastered the arts of sorcery, now living in remote mountain strongholds

The Savages

Primitive hunter-gatherers who infest the jungles and cloud forests, they practice animistic traditions in addition to propitiating the colossal monsters which are their hereditary gods. There are no nomadic cultures on the island, primarily due to its constraining size. Each of the island’s cultures is explored in detail, describing its society and lifestyle. A degree of flexibility has been incorporated into the cultural descriptions so that Games Masters can easily modify them for their own campaign setting.

The Savages

The primitives are considered ignorant, brutal savages by the other inhabitants of the island. Although roughly categorised as a unified culture, they are organised into tribes, each named after their patron deity, a form of animal totem to which they are bound and must worship to stop it awakening. The known tribes are the: ҉Anguri: The armadillo tribe ҉Gabari: The moth tribe ҉Gamari: The tortoise tribe ҉Ghidori: The hydra tribe ҉Gyaosi: The bat tribe ҉Kamacuri: The mantis tribe ҉Kangi: The ape tribe ҉Kumongi: The spider tribe ҉Mandahi: The python tribe ҉Oodaki: The octopus tribe ҉Varanri: The lizard tribe

Society

Each of the primitive tribes shares the same sociological structure, a system where rank is based upon physical achievement and age, rather than birth. Lacking large population densities, their caste system cannot support individual professions, so all work is divided by sexual segregation. Adult males adopt the roles of both hunter and warrior. They have several important tasks vital to the health and security of the tribe. First and foremost is to patrol their territory against opposing tribal incursions such as raiding or plundering parties, which if discovered outside the proper conventions will permit the declaration of ritual war. Of secondary importance is the suppression of dangerous creatures which may threaten female gatherers. Third is the daily necessity of hunting and fishing for edible animals which are the primary part of their diet. Males who receive a maiming injury that limits their mobility or prowess are inducted as shaman, known as kahunas, and given the task of maintaining the aural histories. Youthful kahunas are rare amongst the savage tribes since every able hand is required to support the tribe. Occasionally however, a male is either born badly crippled or is blind. Rather than being sacrificed, they are viewed as a blessing and given up to the elders for training in the ways of the Spirit World. Females, being the layers and carers of young, are nominally forbidden from the role of hunter-warrior. Instead they gather the leaves, roots, fruits and herbs necessary to supplement the tribe’s meat based diet. In addition they prepare all food, maintain the cleanliness and decoration of the village, and care for the young and sick. Elderly females who live beyond their ability to reproduce are considered dowager-matriarchs who teach the young those things they need to know to survive in the jungles and support the unity of the tribe, such as what foods are good to eat, how to craft and respect for elders. Although at first glance there seems to be a dichotomy of influence and respect between the sexes, both in fact hold equal standing, but over different aspects of daily life. Outside the village males have authority, whereas inside the village the womenfolk rule. To formalise these roles each village is lead by both a hetman and hetwoman, although they hold separate courts in huts forbidden to members of the opposite sex. The het man must be capable of leading the village in battle whereas the hetwoman needs to be still fertile.

As can be imagined the eldest members of the village are usually the most experienced. This does not necessarily mean the male with the highest status is the hetman, how ever. As explained above, hetmans are expected to venture out during wars or on the most dangerous hunting trips, something the elders are often physically incapable of. So although the hetman or hetwoman are the ones who pass judgments, they often listen to the older tribal members before coming to their final decision. In most circumstances the individual with the lower status will defer to someone with a higher standing. Yet in some situations the ‘lesser’ ranked person will resist authority over an issue they feel passionate about. In these cases the individual is permitted to challenge the authority of their superior. Doing so costs the challenger one point of status. These normally take the form of simple face-offs where those involved will hold a brief argument before one or other establishes their force of will. In more serious situations, amongst males especially, a form of ritual unarmed combat can be used to settle things. Only in the most dire circumstances are lethal combats permitted and the parties must gain permission from the hetman or tribal elders first. Such issues revolve around unforgivable slights or crimes, the loser usually either dying or being exiled as a result – usually a death sentence in its own right on Monster Island. Those who repeatedly request these types of ritual challenge are often viewed with disdain by their respective hetman (as represented by the continual loss of status points), being seen as a way of supplanting the ruler’s own status. Problematic individuals are often counter-challenged in turn by an appointed champion before they can threaten the stability of the tribe.