The Anoa

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The Anoa are the tribal inhabitants of northern Nuthela, related to the Taelda in the south of this region. They are descended from Jarin peoples but have interbred with other folk. The Anoa are nomadic and subsist on hunting, fishing, and gathering, and robbing the Orbaalese. Since they are often the object of punitive expeditions from Lorkin and Leriel, and because their neighbors are mainly gargun, they build no permanent settlements. When possible, the Anoa trade the region’s abundant furs for various civilized implements. There are several dozen tribes, whose numbers rarely exceed a hundred each.

Origins and History[edit | edit source]

A hunter from the Anoa tribal nation.

Originating on the Lythian mainland, the Anoa are closely related to the Jarin and Taelda. The first Anoa landed on the shores of Jarin Bay c.1100 BT, about the same time as the Taelda arrived in the Anoth Delta. The Anoa settled upriver in the forested region between the Anoth River and the Jahl Mountains. For a half millennium they dwelled in solitude and peace in semi-permanent clanholds, hunting bountiful forests of wild game, and fishing rivers teaming with seasonal salmon and trout.

The Anoa had little contact with the Sindarin and Khuzdul and kept most of their traditional customs. Their peaceful existence was first challenged by civilized Jarin moving north in the centuries following the Atani Wars. The two peoples had distinct cultures, but serious strife was avoided because the newcomers respected Anoa territory and mostly settled south of the Anoth river or north of the Jahl mountains. The first significant threat to the Anoa occurred in the second century when gargun began to appear in the north. Increasing raids by the Diaffa, Ejatus and Amekt gargun culminated in 159 TR when swarming Diaffa Gargu-arak massacred three Anoan tribes in one day. The Anoa adopted nomadic lives to survive the gargun threat.

The nomadic life led to a major change in tribal aggressiveness. Mobile cultures are generally warlike and civilized caravans soon became an obvious target when food was short. The Jarin lords of Lorkin and Leriel retaliated with punitive attacks and cruel tortures of captured Anoa, who responded in kind. Three centuries of merciless bloodletting with the Jarin now include the recent Ivinian ]conquerors of the region.

Anoa-Taelda Conflict[edit | edit source]

Both the Taelda and the Anoa claim the south bank of the Anoth River as their own. Over the years this dispute has kept both tribes fighting each other to the benefit of more deadly enemies like the gargun and the Ivinians.

Way of Life[edit | edit source]

The Anoa practice no agriculture; their nomadic movements preclude even the most primitive methods of farming. The tribes subsist by hunting and gathering and their diets are supplemented by fish from the Anoth River system. Anoan males are taught hunting skills at an early age, usually a few years before puberty; the women are given the tasks of gathering and cooking. The Anoa wear cloth and hide in summer, and furs in winter.

Anoan warriors carry spears, axes and bows. When fighting gargun or civilized humans the Anoa use guerrilla tactics, primarily because of their limited numbers. Although Anoan warriors would be no match for organized Ivinian or Jarin troops in pitched battle, their practice of fighting from ambush and hit and run raiding causes significant havoc among their enemies.

Caravans travelling through Anoan territory are commonly escorted by at least a half-company of well-armed mercenaries. Skirmishes between Anoan and caravan troops are often bloody. Tribal tactics vary; some tribes prefer to ambush the leading and rear wagon, trapping the caravan. Most Anoa prefer to attack only the rear wagons, hoping to isolate and destroy them. The Anoa often set ambushes at fords or narrow valleys. Volleys of arrows precede any attack. Caravan escorts have been known to rout under the fire of Anoan arrows and are sometimes massacred by a foe they never see.

A select few of the younger males are initiated into the shaman brotherhood and instructed in worship and prophecy. The shamans maintain oral histories in poetic form. Foretelling the future is also practiced by gazing into a still pool for several hours under moonlight, ideally on nights of the full moon.

The Green Demons[edit | edit source]

Anoan hunters are accomplished woodsmen and often dye their skin with a dark green fluid extracted from a common berry ( Uthwyl0 to aid in camouflage. The stain also masks their body scent, so that a shift in wind direction will not endanger success while stalking game. The Anoth Valley is well known to be the home of an enchanted race of Green Demons.

Religion[edit | edit source]

The Anoa worship Ilvir who they refer to as “K’orr", seeing the deity as a spirit of chaotic creation and a judge of souls. K’orr is embodied in the carved wooden idols found in woodland shrines throughout northern Nuthela. The Anoa believe that “K’orr’s eyes reflect all that is Keléstia” and that worship of the idols can reveal an understanding of the whole. Almost all Anoa follow K'orr; the few who do not are pitied by their tribal brethren.

The Ovien and Anoth Rivers periodically flood and their clear waters become swift and murky, generally in the late spring or early summer. Anoa are taught to keep a respectful distance from the two rivers at such times because the unwary have been “devoured by creatures of the murk.” The shamans claim the “muds that flow spawn K’orr’s children”. The Anoa regard these creatures (Ivashu) with respectful fear, and many of them play major roles in the tribal mythos. Hru, for example, are believed to devour evil souls, leaving empty bodies.

Since the refoundation of the Ilviran Order of Chuchlaen Wheelwright at Gedan in 686, many Anoans have begun to accept a more “sophisticated” vision of their deity. The clerics of the order have made some attempts to proselytize among the tribes, and are enjoying some success. The tribal shamans act as intermediaries between the Order of Chuchlaen Wheelwright and the tribes. Some of the more recently interred Anoan chieftains have had their funerals blessed by a cleric of the Order.

Anoa and lvashu[edit | edit source]

To many folk the Anoan attitude towards Ilvir’s creatures is contradictory. While they fear the Ivashu, they also revere them as the servants of K’orr. It is considered a privilege to see one, for a sighting brings good luck. The barbarians are not foolish, and will rarely attempt to approach one of the creatures.

Lodge of a Thousand Souls[edit | edit source]

The Anoa bury their heroes and chieftains in the barrows at Gedan, following ancient practices which go back to their arrival on Ham. Such honored dead are customarily buried with most of their earthly possessions for use in the afterlife. This has resulted in stories of “Chief’s treasure” being told in Orbaalese mead halls, as well as in more distant places. Expeditions periodically arrive to search for the supposed wealth. Such treasure hunts usually result in failure. The Anoa do not take kindly to having their barrows violated and Gargu-arak from Diaffa always make searches risky. Some of the burial sites have been excavated by gargun to build their lodges. This does little to cool the extreme animosity the Anoa feel toward the foulspawn.

Present Relations[edit | edit source]

The Anoa and Taelda have a long history of mutual conflict because both tribes claim the south bank of the Anoth River. This has mainly been a struggle pursued by the Anoa - the relatively peaceful Taelda allow their neighbor to hunt the disputed land, but have never surrendered their claim and this provokes the odd skirmish. Despite this, on several occasions both tribes have cooperated in battling gargun.

Some Anoan hunters, generally outcasts, have been hired by their civilized neighbors as scouts or guides. The lord of Shese, Saanfrin Haidaar, has three Anoans in his employ to assist his wilderness hunting. Punitive expeditions against the Anoa have little chance of success unless guided by outcast scouts.

One faction of the Jarin resistance, the Aengyhsa of Gedan, exploit Anoan aggression for their own ends. In 718, the Ivinian clanhold of Carnheim, five leagues north east of Larkin, was attacked by fifty tribesmen led by ten Jarin. The Anoans lost twenty men, the Aenghysa one. The Anoa are kept content through gifts and the influence of the clerics of the Order of Chuchlaen Wheelwright who speak of the “purity of death by battle” and suggest that K’orr is most pleased by those who die fighting the “yellowhairs”. The Aenghysa have been known to leave evidence implicating the Anoa as cover for their own attacks against Ivinians. The Ivinian masters of Larkin no longer consider the Anoa to be “a mere nuisance”.

Clansmen in isolated settlements and caravan masters consider the Anoa an implacable foe to be exterminated on sight. The Anoa do trade with a few Jarin mercantylers, brave souls who are in more danger from their own folk because trading weapons to the Anoa is taboo. Ironically, these merchants mostly bring the Anoa peaceful goods like pots and blankets; weapons and armour are readily available from the bodies of Anoan victims.

Invocations[edit | edit source]

Succor of the Spruce II[edit | edit source]

Need Name of Spell!

Time: 15-RSI minutes Range: Self/Touch
Ritual: Meditation/Spruce Bark Duration: 2 (MS), 5 (CS) days
Need description of spell’s effect.


Enables the subject to ignore the need for food for Duration. The subject must chew on a small piece of bark from the Orbaalese Spruce during Time. Weight loss is minimal provided there is at least a ten day period of normal sustenance between each use. Does not help with the need for water.

True Arrow III[edit | edit source]

Need Name of Spell!

Time: 15-RSI seconds Range: Self/Touch
Ritual: Chant Duration: 1 (MS); 3 CS) days
Need description of spell’s effect.

Blesses a quiver of arrows, increasing their point impact by 1 (MS) or by 2 (CS) for Duration.

CF: destroys the arrows and quiver in a ball of fire.

Ivashua Song III[edit | edit source]

Need Name of Spell!

Time: 35-RSI seconds Range: RSI miles
Ritual: Song Duration: N/A
Need description of spell’s effect.

Invoker mouths a high-pitched unearthly song that can be heard by 1d6 random Ivashu within Range who respond by moving toward the singer. Unless CF is rolled, called Ivashu will be friendly to Ilvirans in Divine Grace, but hostile to others. Species can be generated on Encounter Subtable 15. Ivashu arrive at their normal movement rate.

CF: hostile and/ or hungry Ivashu are called.

Eyes of K’orr III[edit | edit source]

Need Name of Spell!

Time: 15-RSI minutes Range: RSI miles
Ritual: Chant/Dance Duration: RSI hours
Need description of spell’s effect.

Invocation to bless a K'orr wooden idol for Duration. Shaman can then see through the eyes of the idol when located anywhere within Range. With CS, the effect includes hearing and smell. The shaman's own attributes of Eyesight, Hearing, and Smell apply - they are not enhanced.

CF: during the blessing renders shaman blind for Duration.

Shield of K’orr III[edit | edit source]

Need Name of Spell!

Time: 25-RSI seconds Range: Self/Touch
Ritual: Chant Duration: RSI minutes
Need description of spell’s effect.

Grants the subject +1 (MS) or +2 (CS) to all protection values for non-metallic armour or bare skin for Duration. Locations covered by even partially metallic armour are unaffected.

CF: clothing ignites and causes minor burns (serious burns unless doused within 10 seconds) on relevant body parts.

Way of the Hunter IV[edit | edit source]

Need Name of Spell!

Time: 15-RSI seconds Range: Self/Touch
Ritual: Prayer /Sacrifice Duration: One skill use
Need description of spell’s effect.

Enhances one wilderness skill for one use: MS + 10, CS +30. The bonus, at the shaman's option, is applied to one {1) HuNTER occupation skill of that tribe.

CF: results in a permanent ML reduction of 1d6 points to the designated skill.

Swiftblade IV[edit | edit source]

Need Name of Spell!

Time: 15-RSI seconds Range: Touch Weapon
Ritual: Prayer Duration: RSI Rounds
Need description of spell’s effect.

Enhances one combat skill for Duration: MS + 10, CS +30. The bonus, at the shaman's option, is applied to one { 1) of the subject's tribal weapon skills.

CF: results in a permanent ML reduction of 1d6 points to the designated skill.

Ivashu Barganing IV[edit | edit source]

Need Name of Spell!

Time: 35-RSI seconds Range: RML feet
Ritual: Chant/Sacrifice Duration: One bargain
Need description of spell’s effect.

Grants the ability to communicate with Ivashu usually to convince them to perform a task for the shaman. Significant conditions are often required by powerful Ivashu.

CS: the Ivashu will help the shaman and require a lesser sacrifice than usual, or none at all if the request is minor.

CF: the Ivashu is angered and will either depart or attack the shaman, depending on its nature.

Bellow of the Aklash IV[edit | edit source]

Need Name of Spell!

Time: 15-RSI seconds Range: RSI Feet
Ritual: Prayer Duration: 1 (MS), 3 (CS) minutes
Need description of spell’s effect.

Invoker's breath is foul, and causes nausea and sickness in those within Range. Victims roll vs. SML x 3 (MS) or SML x 5 (CS) or lose their turn due to nausea. Vomiting is likely. CF: invoker vomits for Duration.

Withering IV[edit | edit source]

Need Name of Spell!

Time: 35-RSI seconds Range: Self/Touch
Ritual: Prayer Duration: RSI hours
Need description of spell’s effect.

Causes subject to age rapidly. Subject ages 2 years per hour for Duration, then returns to its natural age at the same rate. A subject reaching 50 years of age must roll on the Aging Table (CHARACTER 22) each year that apparent age is over 50. There are no long-term effects. Subject must be an adult at the beginning of the invocation.

CF: Duration is RSI minutes. Subject ages two years per minute and then returns to natural age at same rate. The rapid change causes F3 fatigue at conclusion of the effects.

Resources[edit | edit source]



 
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