Glossary of Selected Ulutiun Terms ahsukk: a trade board comprised of kiam from several neighboring Iulutiun villages that arbitrates disputes during sukkiruchit aituiskotuk: adult Angulutiuns who have participated in only a single ikili akykulutik: a type of ykulutik where the accused is sealed in a cave with a bear, wolf, or other predator akukujik: the section of an ukujik without pits anarkiirik: the second syllable of an infants name, derived from either the first or second syllable of a close family friend anariak: a bonding ritual where the ariak dresses a newborn in his or her first clothes andlitiving: a large room of a snowhouse used for meat storage Angulutiuns: the nomadic caribou-herders of Angalpuk ahtkoat: a messenger who carries invitations to koatulit aiskotuk: the group of Angulutiuns and animals left behind when the iskotuk migrates ariak: a family friend who dresses a baby in his or her first clothes (as part of the anariak ritual) artengak: a slender harpoon used to hunt seal awakewquka: a celebration to honor a childs first seal kill bikik: a sled fitted with a square sail for increased speed biknach: a Nakulutiun structure used for meat storage, consisting of a wooden platform resting on four stone pillars ceenach: a Nakulutiun house made from stone dinjik: a pit trap resembling a snowhouse used to catch wolf and fox eaas: the fundamental precept of qukoku describing the essence of life ekaa: a barbed arrow used to hunt caribou and other herd animals ekotupa: an arranged marriage made by the couples parents without the couples knowledge or permission equkoku: a ritual feast to honor the dead eyklak: a bulky bow used by Innugaakalikurit garnok: a sling consisting of a foot-long bone rod with a leather thong on one end and a small cup on the other gazanga: Iulutiun name for a familys oldest male child heteff: white sled dog, found mainly in Alpuk hiuchupuk: a water sled with inflated seal skins attached to the runners hukek: a spike made of bone used to dig holes for Angulutiun tents
huuk: also called a singdown, this is a method for resolving minor disputes by exchanging insults performed as short songs igdluling: the long connective passage of a snowhouse huykulutik: a form of ykulutik where the accused is tied to a tree and shot at by an archer Innugaakalikurit: polar dwarves living primarily in the Novularond igdluarn: a snowhouse room used for fresh meat and blubber storage ijukujik: section of a ukujik containing meat pits ikaap: emergency Angulutiun sled made from stacks of caribou skins ikili: one complete migration of an Angulutiun caribou herd ilupiquan: lining of seal or caribou skin fastened to the interior walls of a snowhouse iniagok: Angulutiun morale officer intang: bone hoop used for drying wet clothes inuksuk: V-shaped line of snowmen used to drive caribou toward waiting hunters ipipykulutik: a form of ykulutik where the accused is dangled headfirst inside a crevasse iquemelum: the advisory body of a village ituiskotuk: Angulutiun adults who have participated in more than one ikili, but who are unable to participate in any more because of age or injury iuak: bone blade resembling a machete Iulutiuns: the main Ulutiun tribe, living primarily in Alpuk iurit: assembly called by a Nakulutiun urit where new kaiurit are announced for the coming year jakerek: single-passenger caribou sled jegaung: gambling game where bone slivers are tossed into an animal skull filled with holes jokitarpo: game where participants compete to see who can make the ugliest faces jukikewquka: feast to honor a child who kills his or her first bird or other small animal jyykach: a kaiurit requiring all non-believers to be killed on sight kaituiskotuk: Angulutiuns who have yet to participate in an ikili kaiurit: set of Nakulutiun religious edicts that vary from year to year kaquling: the outermost, open section of a snowhouse kayak: single-person boat, fast-moving and easy to maneuver
The Great Glacier Table of Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Part One: History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Part Two: Geography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Part Three: People . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Part Four: Flora and Fauna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Part Five: Places . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58 Part Six: Personalities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Part Seven: Snow Baby, An Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 New Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
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ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. DUNGEON MASTER, DM and the TSR logo are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. This product is protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc. Copyright © 1992 TSR, Inc. All Rights Reserved. Printed in U.S.A. ISBN 1-56076-324-8 9351XXX1501
Introduction
About that, they are right.
Survival is a war, but it is a war that can be won, so long as we struggle against nature instead of each other. Inum, Iulutiun philosopher
About This Book
This book may be used by the DUNGEON MASTER either as a source of ideas for campaigns of her own design, or as a sourcebook to broaden her understanding of one of the Forgotten Realms leastdocumented regions. The book is divided into several sections, each detailing a particular aspect of the Great Glacier: The Introduction begins with a general overview of the region, along with a few pointers for staging adventures. Part One features a brief history of the Great Glacier, including speculations as to its origin and the rise of its people, and a look at the relationship between the Great Glacier and its neighbors. Part Two examines the Great Glaciers geogra-
The Great Glacier-ominous, forboding, mysterious. Perhaps no other region of the Forgotten Realms is as misunderstood. Many, for instance, believe it to be nothing more than a featureless mass of solid ice. They are wrong. Others believe it to be utterly devoid of life, that neither man nor beast could long survive its bitter weather and bleak terrain. They are wrong. And they say that whatever else may be true or untrue about the Great Glacier! it is most certainly a place of great danger, a land where death comes suddenly, unexpectedly, brutally.
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Think Hungry
phy, weather, and special physical features. The regions natural hazards are described in detail, as are survival tips for first-time explorers. Part Three is the largest section of the book, describing in detail the natives of the Great Glacier, collectively known as the Ulutiun. Part Four focuses on the flora and fauna of the Great Glacier-vegetation, animals, and monsters. Part Five lists places of interest, all of which can be found on the enclosed color map. For convenience, locations are listed in alphabetical order. Part Six presents some notable personalities of the Great Glacier, including statistics, background information, and personality notes. Among those listed are the great Iulutiun philosopher Inum and the legendary human explorer Palus Frohm of Damara. Words of wisdom from Inum begin each section of the book, while advice from Palus can be found at the end. Part Seven features an introductory adventure, Snow Baby, designed to introduce playercharacters to the Great Glacier. The Appendix describes a number of monsters unique to the Great Glacier. The inner cover panels feature a glossary of terms relevant to the Ulutiuns. Boxed material found throughout the text features gaming notes, historical details, and other information for the DMs edification.
Survival in the Great Glacier centers on the search for something to eat. Animal life is scarce, and vegetation is virtually non-existent. Natives of the Great Glacier are not inclined to share their precious food with strangers
Think Isolated
Though pockets of civilization exist throughout the Great Glacier, they are few and far between. The Ulutiuns are wise to the regions dangers and seldom stray far from home; explorers counting on assistance from natives may be sadlyand fatallydisappointed. Ulutiun settlements are primitive by Realms standards. Spell components are hard to find, most magical items are unheard of and no amount of money can buy such exotic items as mirrors, spyglasses, or chicken eggs.
Think Lost
The terrain of the Great Glacier gives new meaning to the word bleak. Flat, white plains stretch for miles in every direction, utterly devoid of landmarks to help travelers find their way. The sky is cloudless, the wind often still. Days pass in silencenot the howl of a wolf, nor the gurgle of a stream. Only the distant rumble of an avalanche, or the muffled screams of a lost, snowblind explorer occasionally break the endless silence of the Great Glacier.
Campaign Notes
The traveler in the Great Glacier must be constantly alert. So bright is the day and so gleaming the snow that it is difficult to tell where the land ends and the sky begins. To eyes growing weary from squinting, the terrain becomes a blur of indistinguishable images. The mountain ten miles distant appears as close as the snow bank ten feet away; the stretch of solid ground ahead may in fact be a gaping crevasse, ready to swallow. the explorer whose eyes have betrayed him. Three rules of survival: 1. Rest frequently. 2. Move carefully. 3. Dont trust your senses. from Blood and Ice: Survival in the Great Glacier by Palus Frohm
As the DM peruses this book, and particularly when she develops her own Great Glacier adventures, she is advised to keep the following points in mind:
Think Cold
Close your eyes and imagine a cold winters day. Not a chilly day or a brisk day, but a day of freezing, bitter cold so intense that it turns your fingers blue and your breath to frost. A day of biting, numbing cold that penetrates your clothes like icy needles, making your eyelids stiffen and your nostril linings freeze. You have just imagined a warm day in the Great Glacier.
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Part One: History Again and again, the pattern of history reveals a simple truththat history has no pattern. -Inum
panded and grew, encasing the entire barge in a tomb of magical ice. The barge sank under the weight of the ice, coming to rest on the ocean floor thousands of feet below. Unfortunately, the magic of the necklace worked too well. The ice tomb continued to grow, chilling the waters around it, creating huge mountains of ice that towered above the hardening surface to pierce the clouds. Many years later, when the magic had reached its limit, the vast ocean was no more. In its place was a sprawling arctic wasteland. The Great Glacier was born. Beneath it all, buried below tons of ice and snow, lay the corpse of Ulutiu, the glowing necklace still draped around his neck. He lies there today, undisturbed, forgotten. For the sake of the peoples of the Great Glacier, as well as those in the lands to the south, it is hoped that his rest continues. If the necklace of Ulutiu were removed, the enchantment would be broken, and the Great Glacier would surely begin to melt.
Birth of the Great Glacier In the beginning, there was an ocean. A millennium ago, when the Realms were barren, a vast ocean filled the area now known as the Great Glacier, spilling south to the lands that would eventually become Vaasa, Damara, and Narfell. The ocean was still and uninviting; even if seafaring vessels had existed then, explorers would have found little of interest in its icy waters. Ulutiu, however, found the ocean irresistible. It isnt known if it was the solitude that attracted him, or if its bitter temperatures invigorated him. Perhaps he felt an affinity with the aquatic creatures that thrived in its depths. Whatever the reason, once Ulutiu discovered the ocean, he never left it. As for Ulutiu himself, he remains a mystery. From the writings he left behind, its clear that he wasnt human, at least not in the accepted sense. He may have been an avatar of the gods, or an entity from another world seeking refuge in the Realms for reasons unknown. In any case, he wielded powerful magicstronger perhaps, than any magic wielded by the most skilled wizards of the Realm before or since. By all accounts, Ulutiu enjoyed a life of peaceful reflection, avoiding involvement in the affairs of men or gods. He spent his days in a magicallyconstructed barge of ice, endlessly drifting in the waters he adored. When the end of his life approached, it was no surprise that Ulutiu chose the ocean as his final resting place. To prepare for his death, he fashioned a necklace of enchanted ice, a delicate chain of glistening blue crystals that would ensure a peaceful afterlife on the ocean floor. On his last day, Ulutiu lay down on his barge, then donned the necklace, activating its magic. As life ebbed from his body, the necklace began to glow, covering Ulutiu in a frosty glaze that ex-
Timeline of the Great Glacier The dates below are taken from the Ulutiun calendar, which is measured from the year of Ulutius death. The current year, 3909, corresponds to the Year of the Serpent (1359 DR) in the dating system used elsewhere in thee Realms. 0. Ulutiu dies, his ice barge sinks, and the necklace of Ulutiu begins to freeze the ocean, giving birth to the Great Glacier. 75. The Great Glacier continues to grow, expanding south to cover the lands that will eventually be known as Vaasa and Damara. 276. A clan of dwarves from the Tortured Land refuse to participate in a dwarven war party preparing to raid peaceful settlements in the Border Forest. Convicted as traitors, the clan is exiled to the Great Glacier. The clan begins a year-long trek to the Novularond; all but four die along the way. The survivors are the forebears of a new race of arctic dwarves called the Innugaakalikurit (EE-nu-GA-ka-LEE-ku-rit).
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been few serious conflicts between the Iulutiuns and the Angulutiuns. 1649. Iulutiun representatives from Gronne attempt to establish formal relations with the Innugaakalikurit in Novularond by inviting them to participate in the koatulit. The Innugaakalikurit decline, but the invitation marks the beginning of a long and cordial relationship between the Innugaakalikurit and the Ulutiuns. 1790. The Year of the Great Flood. An unusually warm summer causes the waters of the Nakalpgotak and Lugalpgotak Seas to rise and engulf Ulutiun villages near the shore line. Hundreds of Ulutiuns drown when their villages are washed away. 1952. A party of Innugaakalikurit discovers a crude catapult on a high peak in Novularond. The Innugaakalikurit disassemble the device and take the parts home with them. A day later, an enraged group of frost giants tracks down the Innugaakalikurit and demands the return of the weapon. The Innugaakalikurit refuse. The frost giants respond by attacking and destroying an Innugaakalikurit village. To avoid an all-out war, the elders of Gronne intervene, volunteering to negotiate a settlement. The Gronne elders ultimately find the Innugaakalikurit guilty of theft; the frost giants are awarded custody of the dwarven thieves. The frost giants make slaves of the prisoners; descendents of the prisoners remain enslaved today. 2338. Rumbles from the depths of the Olyniak Crevasse attract the attention of curious Nakulutiuns. The Nakulutiuns inadvertently awaken a slumbering monster in the crevasse, described by a survivor as a grotesque blend of a tirichik and a white dragon, as large a mountain, with fangs of gold and wings of ice. The monster devours dozens of shrieking Nakulutiuns before returning to the crevasse. The monster, named Ufloq by the Nakulutiuns, has not been seen since. 3010. Treasure hunters from Sossal enter Angalpuk, bringing with them a rare disease that doesnt affect the hunters, but proves deadly to both Angulutiuns and caribou. Hundreds of Angulutiuns and caribou succumb to the sick-
902. Hunters skilled in winter survival migrate west from Sossal to search for new species of game in the Great Glacier. Shortly thereafter, a tirichik (see the New Monsters section at the end of this book for details) ambushes the party and kills the leader. The survivors panic and become lost, inadvertently moving deeper into the Great Glacier. Eventually, they reach the shores of the Lugalpgotak Sea. They renounce their faith in the gods, whom they hold responsible for their misfortune. Permanent settlements are established, and the hunters become the precursors of the Ulutiuns. 1188. Descendents of the hunters expand north from Alpuk, discovering the Glacier of Ulutiu near the Uppuk River. Carved in the glacier are mysterious and extensive writings, some of which the hunters manage to translate. Ulutiu is revealed to be the author of the writings, and the being responsible for the creation of the Great Glacier. Some of the hunters are so impressed with this discovery that they declare themselves disciples of Ulutiu, who they presume is a god. The group decides to migrate further north and establish their own settlements dedicated to the worship of Ulutiu; these become the forebears of the Nakulutiun tribes. The remaining hunters return to their homes in Alpuk, thereafter calling themselves Iulutiuns (EE-oo-LOO-shee-uns). 1364. Lured by the abundance of caribou, an Iulutiun faction moves to Angalpuk. The faction are the first of the nomadic Angulutiuns. 1587. In the wake of a particularly harsh winter, several Iulutiun settlements unite to wage war on their Angulutiun neighbors in Angalpuk, coveting the sizeable Angulutiun caribou herds. The raid triggers the fifty-year Keryjek Wars, named for the mountain range in which most of the fighting occurred. 1637. The Keryjek Wars end with a treaty between the Iulutiun and Angulutiun leaders. To encourage communication and promote good will, the leaders inaugurate the first koatulit, where guests are exchanged for a week-long festival of games and banquets. Koatulit have been held every year since; as a result, there have
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neath the castle, guarded by a small army of magically-generated ice monsters. 3698. A massive earthquake rocks the Lugsaas Chain. A fissure opens near the base of Mount Okk, swallowing the ice castle of the Vaasan wizards. An avalanche dumps tons of snow and ice on the fissure, burying the castle and its occupants. The wizards are presumed dead. 3777. Palus Frohm, one of Vaasas greatest explorers, begins his twenty-year trek through the Great Glacier, culminating in the writing of Blood and Ice: Survival in the Great Glacier, the definitive arctic survival guide. 3889. Sharra Frohm, the great-great-great granddaughter of Palus Frohm, decides to continue her grandfathers work, planning to focus Volume Two of Blood and Ice on the treacherous Nakvaligach region, an area of the Great Glacier that Palus was unable to fully explore. Traveling
ness, before the carriers are isolated and exiled to the Ibelgrak Valley in the southeastern corner of Angalpuk. A few caribou and Angalpuk in the Ibelgrak Valley are believed to still carry the dormant disease. 3588. A rotational shift of Toril causes a slight but permanent change in the worlds climatic patterns. Global temperatures rise, causing the Great Glacier to melt and recede; the lands of Vaasa, Damara, and Narfell become free of ice. 3691. A contingent of evil wizards from Vaasa employ their powerful magic to construct a castle of ice at the base of Mount Okk, one of the tallest peaks of the Lugsaas Chain. The wizards use the castle as a base to develop a new type of cold-based magic with which they plan to conquer their homeland. They amass a sizeable cache of gems and precious metals for use in their magical research, stored in a labyrinth be-
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alone, Sharra enters the Great Glacier about 100 miles northeast of the Frozen Forest. She is never heard from again. 3909. Current year.
Worm Tribe may live deeper within the Great Glacier. These warriors, the leaders believe, may be easier to recruit than the White Worms. The leaders intend to hire mercenaries to scout the Great Glacier for such warriors and bring back a report-or more preferably, the warriors themselves.
Relationship with Other
Lands
Castle Perilous
Because the Great Glacier is commonly perceived as an uninhabitable, useless ice field, there has been little contact between the Ulutiuns and their outlying neighbors. Most explorers entering the Great Glacier region never return, falling victim to the extreme weather, ravenous creatures, and other deadly hazards. The few that do come back spin tales of extreme hardship and suffering, describing a wasteland of nothing but ice, snow, and misery. The tales do little to inspire others to mount new expeditions. Likewise, the few Ulutiuns who have made contact with outsiders havent been particularly impressed. Outsiders destroy caribou and seals for trophies and furs, introduce debilitating diseases for which the Ulutiuns have no natural defenses, and have even attempted to recruit Ulutiuns as soldiers for their wars. As far as the Ulutiuns are concerned, outsiders mean trouble-the less contact, the better. Still, a region as huge as the Great Glacier is hard for the rest of the world to ignore, and interaction is inevitable. Heres a rundown of the current state of affairs between the Great Glacier and some of her neighbors.
Flights of red, blue, and black dragons have been seen heading toward the ruins of Castle Perilous, the stronghold of the fallen Witch-King. A large number of white dragons from the Great Glacier are rumored to be on their way to join them. Allegedly, the dragons are gathering to seek revenge on a band of Bloodstone warriors who destroyed Tiamat, the evil dragon queen (see FR 9 The Bloodstone Lands).
Galena Mountains
Gold, silver, and other precious metals fill these mountains, but mining is made difficult by the bitter winds blowing year-long from the Great Glacier. Entrepreneurs would pay a pretty penny to anyone able to figure out a way to shield the mountains from these winds, or better yet, devise a way to permanently increase the temperatures in the Great Glacier.
Galena Snake
Every spring, melting ice from the Great Glacier causes this winding river to overflow. Area farmers could make better use of the water if it werent so icy cold; the farmers would gladly entertain ideas to warm up the Great Glacier.
Vaasa
Following the defeat of the Witch-King (see FR 9 The Bloodstone Lands for details), Vaasa has returned to its original state as a loose collection of ragtag settlements. A group of barbarians called the White Worm Tribe lives on the edge of the Great Glacier, and has attracted the attention of many of Vaasas would-be leaders. The White Worm warriors are as independent as they are fierce; persuading them to fight for any particular Vaasan faction is all but impossible. Of late, it has occurred to a few Vaasan leaders that more warriors of the calibre of the White
Palischuk
Gold fever is sweeping this small community of half-orcs. An explorer recently claimed he discovered huge chunks of gold buried in the snow in the Great Glacier. Strangely, the chunks melted in his hands as soon as he returned to Vaasa. Hes looking for recruits to make a return visit.
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Part Two: Geography, Weather, and Hazards
Eventually, the turmoil came to an end. The result was a land mass that has remained unchanged for thousands of years, nearly all of it buried beneath thick layers of ice and snow. Chains of towering mountains completely enclose the Great Glacier, isolating it from the rest of the Realms. The chains are many miles wide at their narrowest point, and rise thousands of feet high. So effective are these mountains in discouraging contact with the outside world that the Ulutiuns refer to them as saas, meaning shields. The Southern Shield (Lugsaas) is the longest and tallest of these protective chains, separating the Great Glacier from Vaasa and Damara over a length of 1,200 miles. The Lugsaas Chain merges with the sheer slopes of the Western Shield (Tuutsaas) about 100 miles northeast of the Tortured Land, while on the opposite border, the
In the scheme of all things we are small, pitiful things. If mountains could walk, why should we presume they would even bother to step over us? Inum
The Lay of the Land When Ulutiu died, the powerful magic of the necklace wrought nearly a century of havoc. Mountains swelled from the shore lines of the frozen ocean, pushing their way. to the sky, only to collapse under their own weight before rising again. The ocean floor, cracked and split, releasing salts and minerals from deep inside the earth to create new seas of icy waters that refused to freeze. Glaciers of staggering size ripped the landscape. Jagged rivers froze and melted, sculpting steep valleys through plains of frost.
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Eastern Shield (Angsaas) rises between the Great Glacier and the plains of Sossal. There are a few passes through the shields, mainly in the lower elevations of the Lugsaas and Tuutsaas Chains, but because the passes are so narrow and treacherous, they are suitable for only the most determinedor foolhardy explorers. Natural boundaries within the Great Glacier divide it into three general regions, each with its own distinct terrain. The largest region, Alpuk (the Central Basin) stretches between the Keryjek River and the Tuutsaas Chain, with the Uppuk River to the north and the Lugsaas Chain to the south. The land is relatively low, and rough, distinguished by rolling hills and a cluster of high, snowless mountains (Novularond). Two sprawling seas, the Lugalpgotak and the Nakalpgotak, are also found here. They are bound by sheer glacial walls and filled with drifting icebergs that range in size from a few yards in diameter to island-like chunks large enough to hold an entire human community. To the east is Angalpuk (the Eastern Basin), a broad plain filling an area resembling a shallow, inverted dome. Aside from a few clusters of tall mountains and the occasional lake, the terrain is flat. Vegetation is more prevalent here than anywhere else in the Great Glacier. The smallest and most forbidding region lies to the north. Nakvaligach (the Northern Barrens), cleanly separated from the rest of the Great Glacier by the Uppuk River, is dense with rugged mountains and deep crevasses. Water is scarce, and temperatures are bitterly cold. No region of the Great Glacier is more hostile to life than Nakvaligach.
Why so cold? Two reasons: 1. Though the sun shines brightly on the Great Glacier, most of the solar energy bounces back into the sky, reflected by the ice and snow. 2. Cold winds continually blow in from the icy Southern, Western, and Eastern Shields, creating a constant circulation of icy air. The mountains also prevent warm air originating outside the Great Glacier from reaching the interior. The following table shows average seasonal temperatures for Alpuk. To determine averages for Angalpuk, subtract 10 degrees from the listed temperatures: for Nakvaligach, subtract 20 degrees. Winds tend to be calmer in the center of the region, accounting for the relatively lower temperatures in Alpuk; likewise, the Nakalpgotak and Lugalpgotak Seas retain a certain amount of heat, which also boosts the temperatures a bit. In contrast, frigid northern winds high altitudes, and distance from the seas drive Nakvaligach temperatures to nearly unedurable depths. (Temperatures are given in degrees Fahrenheit.)
Alpuk Average Temperatures Season High Winter Spring Summer Fall
-10 35 50 20
Low Daytime Nighttime -75 - 30 0 - 35
Avg. - 35 15 30 10
Avg. - 55 - 15 10 - 20
Strong winds make life even more miserable for the arctic traveler driving the effective temperature down dramatically. The following table lists the effective temperatures when wind chill factors are considered; to find the effective temperature, cross-index the actual temperature with the prevailing wind velocity. For actual temperatures lower than those listed, lower the effective temperature by 10 degrees for each 10 degree drop in the actual temperature (for instance, at a wind velocity of 30 and an actual temperature of -50 the effective temperature becomes -120.) Wind velocities exceeding 40 miles per hour dont cause significantly lower wind chills past this point
Climate Temperatures in the Great Glacier have been known to drop as low as -150 degrees Fahrenheit in the northernmost mountains of Nakvaligach, and soar to a relatively warm 60 degrees during the sunniest weeks of the summer in central Alpuk. These readings, however, are rare extremes. For the most part, temperatures hover between zero and -30 degrees the year round.
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Effective Temperatures Resulting from Wind Chill Actual Temp 30 20 10 0 - 10 -20 -30 - 40
solid ground inhibits drainage; and (2), not much evaporation occurs, since most sunlight is reflected back into atmosphere.
Wind Velocity (mph)
10 15 0 - 10 -20 - 30 - 45 -60 - 70
20 5 -10 - 25 -40 - 50 -70 -80 - 95
30 0 -20 -35 -50 -60 -80 -95 -110
40 -5 -25 -40 -55 - 70 -90 - 100 -115
Physical Features There are no forests or jungles in the Great Glacier. Its dismal plains are flat and vacant. Mountains and hills are blanketed in white, providing no landmarks for lost travellers. Nevertheless, the Great Glacier boasts an abundance of extraordinary physical features unlike those found anywhere else in the world. Some of these features are described here.
Changes in season are marked by dramatic shifts in weather patterns. Winter is the longest and most brutal season, beginning in Nightal (December) and continuing through Tarsakh (April), with temperatures dipping to their lowest levels in Hammer (January). High winds, clear skies, and sporadic bursts of heavy precipitation mark this season. Spring arrives in Mirul (May) and continues through Kythorn (June). Some melting and thawing occurs during the later weeks of spring. Skies are generally bright, precipitation is light but frequent. Summer consists of only the month of Flamerule (July). Winds remain calm, but the air is often humid and dense with fog. Ice thaws, snow melts, and the moist ground allows for a brief growing season. Fall comprises Eleasis (August) through uktar (November). Its a season of turbulence, with wide temperature swings and violent weather shifts. Usually, the ground re-freezes by Eleint (September). Frigid, blistering winds begin in Marpenoth (October) and increase in intensity through Uktar (November). In strict terms, the Great Glacier is a desert, as it receives very little precipitation over the course of a year. A total of about 5-8 inches of snow and rain fall in Alpuk, slightly more in Angalpuk, a little less in Nakvaligach. Whatever falls, however, tends to stick, replacing whatever ice and snow melted off in the summer. The total amount of ice and snow throughout the Great Glacier remains fairly constant because: (1) the
Ice A permanent layer of ice covers more than 95 percent of the land surface of the Great Glacier. The ice layer, called permafrost, averages 200500 feet thick, thinning to as little as 5-10 feet in parts of Alpuk and central Nakvaligach. It is believed to reach a depth of 5,000 feet and more in the northernmost mountains of Nakvaligach. Permafrost covers the Western, Southern, and Eastern Shields to a depth of at least 2,000 feet. For all practical purposes, most mountains of the Great Glacier can considered to be solid ice. Vast walls of sheer ice border much of the coast lines, particularly along the northern shores of the Nakalpgotal Sea. These walls called barrier icetower 500 feet in places. Occasionally, huge chunks break or calve from the barrier ice, toppling into the water to become icebergs. Drifting icebergs, ranging in size from modest-sized cakes to mile-wide ice mountains, cover as much as 75% of the seas. A special type of ice, called platform ice, covers the surfaces of a few smaller lakes, and can also be found along the edges of the larger seas. Platform ice, ranging in thickness from 5-20 feet, is particularly rich with salts that inhibit thorough freezing. Depending on the season, platform ice can be quite fragile; it doesnt take much pressure to crack the surface, as careless travelers have discovered the hard way. Young platform ice, formed relatively recently, is thinner and more delicate than old platform ice. The follow-
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stacks of 10-foot-long candles lying on their sides. Barrier Ice. High, sheer walls of solid ice hugging the shore lines of seas. Platform Ice. Ice layers of varying thickness covering bodies of water. Platform ice is susceptible to cracking under pressure. Permafrost. Permanent ice layers covering almost all ground surfaces of the Great Glacier.
ing table shows the densities-and dangers-of platform ice throughout the year.
Platform Ice Densities Season
Winter Spring Summer Fall
Young Ice Solid Semi-Solid Melted Solid
Old Ice
Solid Solid Semi-Solid Solid
Floating Ice
Pack Ice. A general term describing masses of floating ice. Field. A large area of pack ice, upwards of several square miles. Floe. An area of pack ice smaller than a field, usually at least a few hundred square yards. Iceberg. An immense chunk of floating ice, which can be several hundred feet thick and 1-2 miles (or more) wide. Cake. A general term describing a small block of floating ice, anywhere from a few square feet to several hundred square yards in area. Slush. A collection of small ice chunks. Also called mush or brash. Flaw. The area between the pack ice and the shore.
Solid = Frozen all the way through. Semi-Solid = Partially frozen, may break under pressure. For every 100 pounds of weight, there is a 10% cumulative chance that the ice will break (for instance, there is a 40% chance that the ice breaks under the weight of 400 pounds). Make a check for breakage for every 10 yards. Melted = Completely liquid; no solid surface.
Glossary of Ice Terms
The terms below are commonly used to describe ice formations in the Great Glacier.
Stationary Ice
Shore Ice. A jagged wall of ice along the edge of a sea or other body of water, consisting of cakes, slush, and other other pack ice fragments that have been washed ashore. Shore ice is usually about 50-100 feet high. Pressure Ice. An ice wall formed by subsurface pressures, or by strong winds blowing together piles of ice fragments. Pressure ice resembles shore ice, except that it may be found anywhere in the Great Glacier. Pressure ice walls can be a few yards or hundreds of feet in height. Hummock. A wall of pressure ice up to several hundred yards long. Pressure Ridge. An unbroken wall of pressure ice many miles long. Needle Ice. A plain of crystalline icicles, rising from the ground like daggers. Needle ice ranges in length from a few inches to several yards. The needles are often sharp enough to pierce boots or thick layers of clothing. Candled Ice. Small ridges of crystals, seldom more than 5 feet high, but winding for hundreds of yards, sometimes miles. The ridges look like
Breakages
Crack. A narrow break, from a few inches to a few feet wide, easily traversed. Lane. A break in the ice wider than a crack, anywhere from 5-100 feet across. Lead. A term describing all breaks wider than lanes, from 100 feet to several miles across (pronounced leed).
Bodies of Water For most of the year, the seas, lakes, and streams of the Great Glacier are either completely frozen over, orin the case of the Nakalopgotak and Lugalpgotakchoked with pack ice. Only the hardiest marine life survives in the Great Glacier waters. Not only is the water very cold, but surface ice impedes the penetration of sunlight, limiting the amount of algae and plankton necessary for a flourishing food chain. The great seas are combinations of salt water,
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high. Diameters average 100 feet, though some are 10 feet or less across. Though the interior of stone rings are usually hollow, some are filled with frozen lakes or fairy snow (see below). Fields of 100-200 stone rings are not uncommon.
and fresh water, from rain and melted snow. The churning seas continually expel salt in the form of brine, keeping the salinity of the waters relatively low; ice thats a year or so old is pure enough to drink. Water temperatures average about 25-32 degrees F. Considering their size, the seas are unusually shallow; depths of the smaller seasthe Igotak, Ahtahqugotak, and the Lugotakrange between 100-200 feet, while the Nakalpgotak and Lugalpgotak average 500-800 feet deep. There are hundreds of lakes and ponds throughout the Great Glacier, most of them no more than a few acres in area. Lakes and ponds are shallow, rarely exceeding 50 feet in depth. Many of them are only a couple of yards deep; its possible, for instance, to wade across the sprawling Umaylu Lake. Knee-deep, slush-clogged streams link most of the Great Glaciers lakes and seas. The Uppuk River, about a mile wide and 100 feet deep, is the areas only truly deep river.
Sled Trails Aside from an occasional abandoned campsite or fishing hole, sled trails are the only man-made terrain features that visitors to the Great Glacier are likely to encounter. Created by the sleds of dog and kupuk (see the New Monsters section at the end of this book for details), these trails appear as shallow indentations in the snow, seldom more than a few feet wide. Their surfaces of rough ice provide better than average traction. Following a trail usually leads the traveler to an Ulutiun village.
Hazards Nature is cruel in the Great Glacier. Below are some of the most commonand most hazardousenvironmental threats, along with DM tips for adjudicating their effects.
Pingos Pingos form when trapped pockets of water freeze beneath the ground, then burst through the surface like giant bubbles. Pingos are solid ice and resemble smooth glass domes, from 100 yards to a mile or more in diameter. Pingo clusters are common near the eastern border of the Tuutsaas Chain.
Freezing Not surprisingly, the frigid temperatures of the Great Glacier present the most insidious threat to travelers. Thanks to their unique physiology and survival techniques, Ulutiuns rarely suffer from exposure. But visitors to the region may freeze to death any time and anywhere; the bitter winds of upper Nakvaligach can freeze a man solid in mid-step. A characters Constitution helps some, common sense measures such as wearing the right clothing help a lot, but ultimately, travelers are at the mercy of the thermometers whims. One way to adjudicate the effects of freezing is the use of Arctic Endurance Ratings (AER). A characters base AER is 100%, modified as follows:
Crevasses These permanent ground openings are typically found near the feet of mountains. They range in width from 10-60 feet and are sometimes concealed by drifting or blowing snow. Depths range from a few yards to hundreds of feet. Solid icesome of it needle icelines almost all crevasse floors.
Stone Rings On plains of thin permafrost-such as sections of southern Angalpuktemperature fluctuations force layers of rocks through the surface to form rings of stone. The walls of a ring typically slope upward at a 45 degree angle, about 50-60 feet
Prevailing temperature, including effects of wind chill (apply one of the following): Very cold (30 to 0 degrees)
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No modifier
Bitterly cold (- 1 to - 30 degrees) Intensely cold (- 31 degrees and below)
points of damage from exposure. Characters with AERs of 100 or more arent required to make checks. Note that these arent rigid rules but general suggestions, and the DM is encouraged to modify them as she wishes. For instance, she may require AER rolls only a couple of times per day, and may double or triple the amount of damage to account for the fewer number of checks. She may increase the amount of damage or the frequency of checks in especially harsh weather, or do away with them temporarily if the weather is nice and the characters are prudent. Characters recover from exposure damage a bit differently from normal damage (presuming, of course, that the character hasnt yet died from exposure). If such a character rests in an area where the temperature is above 30 degrees (such as beside a fire inside an insulated building, or in a land south of the Great Glacier with a warmer climate), he recovers hit points lost to exposure at a rate of one point per hour. Otherwise, he recovers damage normally.
-20 -50
Characters protection (apply one of the following): Well-protected (wearing thick furs or bulky woolen clothes, insulated boots and gloves sheltered in a warm cave or insulated building) +25 Moderately protected (wearing typical winter clothes but taking no exceptional precautions; sheltered in a drafty cave or poorly constructed building) -20 Poorly protected (thick garments, but no special precautions for frigid weather; no protective shelter) -40 Characters Constitution (apply one of the following): Each point of Constitution above 14 Each point of Constitution below 11
+5 - 5
Frostbite
Characters activity level (apply one of the following):
If a character suffers at least 6 points of damage from exposure to the cold, he also risks frostbite, a condition where the flesh actually freezes. Ordinarily, only areas of exposed flesh are susceptible to frostbite, such as the face or wrists (when theres a gap between gloves and coat), though feet and hands can become frostbitten if snow gets inside and melts. After suffering 6 points or more of exposure damage, the affected character must make a normal Constitution check whenever hes required to make an AES check. Regardless of whether his AES check is successful, a failed Constitution check means hes frostbitten, and suffers an additional 1-2 points of damage. This damage should be counted as additional exposure damage. When the characters exposure damage total falls below 6 points, he no longer has to check for frostbite. Frostbite damage heals like exposure damage. Contrary to popular belief, rubbing snow on a frostbitten area doesnt help in the least; in fact,
Stationary or inactive (sleeping) +10 Normal activity (hiking with regular rest periods) No modifier Strenuous activity (brisk hiking, no rest) - 10 Fatigued, but not at rest -20 Character is wet
-20
(Example: A character with a Constitution of 10 whos well-protected, and is undergoing strenuous activity in bitterly cold weather has an AER of 90.) No AER can be less than 5. An AER above 100 is treated as 100. For every two hours that a character is exposed to temperatures of 30 degrees or less, an AER check should be made by rolling percentile dice. If the roll is less than or equal to the AER, the character suffers no damage. If the roll is greater than the AER, the character suffers 1-4
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friction may actually worsen the damage (at the discretion of the DM, a character rubbing snow on a frostbitten area or applying any other type of friction increases the amount of damage by 1 point).
brief (rarely more than 5 hours) and light (a maximum of about 1 inch of snow per hour). In exceptionally heavy snowstorms, travelers have a chance of becoming lost (as described in the Whiteout section below).
Snowstorms
Fog
Though snowstorms sound dangerous, they only threaten travelers who insist on forging ahead when they cant see where they are going. Heavy snowstorms restrict normal vision to 25 feet during the day and 10 feet at night. Strong winds, blowing up to 40 miles per hour, sometimes accompany a heavy snowstorm, increasing the dangers from wind chill. However, such winds seldom last for more than an hour, subsequently dropping to 10 miles per hour or less. Snowstorms in the Great Glacier tend to be
Moisture clouds form when theres a great temperature differential between water and air, much as steam rises from boiling water. At temperatures below - 30, fog banks are almost inevitable, especially near bodies of water. Fog banks can persist for days and may extend over dozens of square miles. Such fogs typically reduce normal vision to 50 feet during the day and 10 feet at night. Travelers have a chance of becoming lost in dense fog (as described in the Whiteout section).
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Avalanches
ing companion free. If a character sinks below the surface, she can still be rescued if a companion feels around and finds her. Otherwise, she continues to sink, risking suffocation (see the swimming rules in Chapter Fourteen of the Players Handbook).
Any mountain in the Great Glacier has the potential for avalanches at any time, but they usually occur in the spring and summer when the sun softens the snow. A round or two of rumbling often precedes an avalanche, which may alert attentive characters. Even so, large avalanches which may comprise hundreds of tons of snow-are hard to avoid. A character in the path of an avalanche typically suffers 6-60 (6d10) points of damage (more in an exceptionally large avalanche). Additionally, characters have a 70% chance of being buried beneath 1-20 feet of snow. A buried character can dig himself free at the rate of 1-2 feet per round, but this isnt much help unless he knows which way is up (a successful Intelligence check means hes digging in the right direction). Otherwise, a companion can dig out a buried character at the rate of 1-2 feet per round. Again, this presumes that the companion is able to locate his buried friend (a successful Intelligence check locates the right spot, but the DM should only allow a check if the companion already has a general idea of where to look). A buried character risks suffocation much as a drowning victim (see the swimming rules in Chapter Fourteen of the Players Handbook for details).
Sunburn Powerful sun rays reflecting off the white surfaces of ice and snow may subject travelers to painful sunburns. On sunny days, particularly in the spring and summer, characters automatically suffer 1 point of sunburn damage per day unless they take precautions such as covering areas of exposed flesh with masks, scarves, or salves. Facial hair is not a good way to ward off sunburn. In fact, it is a tremendous liability, as is stated in Blood and Ice: In the Great Glacier beards and moustaches pose a significant risk to ones well-being. Exhaled breath freezes in facial hair, gradually turning the hair into solid ice. Should the skin beneath the hair freezean inevitability if the hair remains caked with iceprudent treatment of the affected skin is difficult, as breaking away the ice also tears out chunks of flesh. Meanwhile, as more breath is exhaled, the ice encasing the facial hair grows larger and bulkier. It is possible in such cases for the victims mouth and nose to seal shut, causing suffocation. For these reasons, shaving razors are as vital to arctic survival as warm clothes. Palus Frohm
Fairy Ice A phenomenon unique to the Great Glacier, fairy ice is a form of precipitation consisting of tiny, slushy ice spheres. Fairy ice resembles ordinary snow, except that it sparkles like a rainbow in bright sunlight. Because of its granular density, fairy ice accumulating in stone rings, crevasses, and valleys may pose a risk to unwary travelers. Stepping in fairy ice is like stepping in quicksand; characters sink in fairy ice at the rate of 2 feet per round. A sinking character making a successful Dexterity check grabs a solid surface and can pull himself free with a successful Strength check. A companion can pull a sinking character free if she rolls a successful Strength check. Any two characters working together can automatically pull a sink-
Snowblindness In addition to sunburn, travelers also risk snowblindness on bright days. Characters exposed to particularly bright sunlight must check once per day for snowblindness (the DM decides when). Roll 1d10. On a roll of 1, the characters eyes become swollen and irritated for the next 424 (4d6) hours, reducing her vision to half its normal range, and causing her to make all attack rolls at a - 1 penalty. On a roll of 2, the character becomes blind for 2-8 (2d4) hours, suffering a -
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Great Glacier, because fresh water is everywhere-that is, if you know where to look. In summer and spring, young platform ice melts to form pools of fresh water. Fresh water can also be found in cavities in old platform ice. In fall, fresh water collects in shallow pools beneath deep snowdrifts. The drifts act as insulation to prevent evaporation and freezing. In winter, a hole can be cut in the surface of a lake or stream; the water below the frozen surface is almost always fresh. However, it takes a while to get to the water, as the frozen surface may be several feet thick. Usually, the top 5-10 feet of water in leads is fresh. If all else fails, snow can be eaten; the more granular the snow, the fresher it is.
4 penalty to her attack roils (opponents gain a +4 bonus to their attack rolls.) There are three ways a traveler can prevent snowblindness: Rest the eyes by keeping them closed for 1015 minutes every two hours or so. Wear goggles with colored lenses; amber or green are a good colors. Disadvantage: such goggles tend to frost over, requiring frequent clean. ings. Wear wooden or bone goggles, as do some Ulutiun tribes. These goggles are solid wood (or bone from caribou antlers) with narrow slits to see through. Disadvantage: such goggles reduce the field of vision; the wearer cant see above or below herself without shifting her head.
Food and Water
Natural Illusions
It takes a lot of energy to stay warm in the Great Glacier. This means that travelers must eat more than normal, preferably a diet high in fat (which is why Ulutiun diets consist almost exclusively of animal products). As a rule of thumb, travelers who normally eat two meals a day should eat three times a day in the Great Glacier to fulfill their nutritional requirements. The amount of food may be lessened if at least one of the meals includes sizeable portions of animal muscle, organs, or fat. Because individuals vary greatly in body fat, endurance levels, and metabolism, its hard to say at what point the effects of starvation would be felt. In general, however, its safe to assume that characters who regularly miss meals or consistently eat low-fat diets begins to suffer within a few days, requiring a - 1 penalty on their attack rolls and ability checks. If a substandard diet continues, regular Constitution checks (perhaps twice per day) are necessary to determine if the character is losing hit points (1-2 points lost per failed check). A typical character in the Great Glacier begins to starve if she goes without food for two or three days; make Constitution checks with substantial penalties (a -4 penalty is about right) at least twice a day, with a loss of 1-4 points of damage per failed check. Its next to impossible to die of thirst in the
Extreme temperatures combined with the reflection of sunlight between the sky and ice can create illusions of startling clarity and variety. In general, these natural illusions dont pose a threat to travelers, although looming or whiteouts may cause a party to become lost, and the inexperienced may perceive particularly vivid light wheels or sundogs to be dangerous supernatural phenomena. As with magically-generated illusions, viewers tend to accept natural illusions as reality unless they have reason to believe otherwise. The guidelines in Chapter Seven of the Players Handbook apply to the the believability of natural as well as magical illusions. Identifying a natural illusion requires a successful Wisdom check, with penalties or bonuses to the check as determined by the DM (for instance, an especially vivid mirage might be identified at a penalty of -4). Note that identifying a natural illusion doesnt make the illusion disappear; instead, the viewer simply recognizes the illusion for what it is (which isnt always helpful; a character who identifies a whiteout still suffers its effects). Heres a rundown of the Great Glaciers most common natural illusions. They are most likely to appear on days of dry air and extremely low temperatures. Natural illusions usually persist for
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the entire day, or until the weather changes (overcast skies or precipitation usually obliterate them). Whiteout. This is potentially the most dangerous illusion, where the horizon vanishes and all landmarks blur together in a field of solid white. Travelers have little or no depth perception; all missile weapon attacks are made at a - 4 penalty. Unless the party has access to find the path, the Direction Sense proficiency, or similar spells or skills, there is a 50% chance that they become lost, heading in a random direction for the rest of the day (to determine the direction, roll 1d8, where 1 = N, 2 = NE, 3 = E, and so on). Looming. This effect causes a physical landmark-such as a mountain range-to appear closer than it actually is; a peak thats really 100 miles distant may appear to be as close as a few hundred yards away. In some instances of looming, light rays are bent to make the object appear upside down; a mountain might look like its standing on its peak. Mirage. This is an image of an object that isnt really there, such as a mountain range or a lake. Unlike mirages that appear in the desert, Great Glacier mirages rarely shimmer; they look real. Halo. A ring of brilliant light surrounding the sun, caused by high altitude ice crystals. Halos may be red, orange, yellow, or white; they may also appear as a series of concentric rings, each a different color. Sundog. Sundogs are spots of light also caused by high altitude ice crystals. They are sometimes seen in close proximity to the sun, occasionally in conjunction with halos. Light Wheel. A light wheel is similar to a halo, except the halo is spoked and may appear to spin and dance through the sky.
On overcast days when the air is dry and no precipitation is falling, the terrain may reflect upward onto the clouds to create a sky map, Lakes and ponds appear as black splotches, areas of heavy snow appear white, and areas of light snow appear pink or beige. Vegetation appears yellow or brown. If you use a mirror to draw what you see, and a lodestone to find north, a fairly accurate map can be made. Palus Frohm
Sound Under certain conditions, sound travels farther in the Great Glacier, which is one of the few benefits of frigid temperatures. When temperatures drop to - 50 or lower, and the air is still and clear, ordinary speech can be heard up to a halfmile away. A shout travels a mile or more, and a howling wolf can be heard up to 10 miles distant.
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Part Three: People
ever attempted a census. Compounding the difficulty are the many small, unnamed settlements in inaccessible pockets of the Great Glacier, each containing an indeterminate number of Ulutiuns. Still, the best estimates place the total population between 50,000-75,000. About 85% live in central Alpuk; these are known as Iulutiuns. Another 10% comprise the nomadic Angulutiuns of the Angulpuk plains, while the remaining 5% comprise the mysterious and reclusive Nakulutiun tribes of Nakvaligach. Despite their differences in philosophy and lifestyle, the Iulutiuns, Angulutiuns, and Nakulutiuns are remarkably similar in appearances, personality, and culture. Stand an Iulutiun next to an Angulutiun, and an outsider would have difficulty telling them apart. An Iulutiuns fishing techniques arent radically, different from those of his Angulutiun neighbor. A Nakulutiun would feel
What is not good for all is not good for the one. Inum
The Ulutiuns To outsiders, no place in the world seems less hospitable to human habitation than the Great Glacier. Yet, the Ulutiuns (the collective name referring to the Iulutiuns, the Angulutiuns, and the Nakulutiuns, the three major tribes of the Great Glacier) have thrived here for thousands of years, a testament not only to their adaptability, but their perseverance in the face of extreme adversity. They are a robust, virtuous people, keenly in tune with nature. Their lives are simple but rich. Few other races of the Realms are as satisfied with their lot in life. The total number of Ulutiuns is uncertain; the Ulutiuns dont keep count, and no outsider has
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right at home in an Iulutiun snowhouse. Ulutiuns are stockier and shorter than most humans, seldom more than 5 feet tall. Their arms and legs are short and thick, their fingers and toes look like plump sausages. They have light yellow. skin, and black hair. Ulutiun faces are round with dark brown eyes, flat noses, and tiny ears pressed flat against their heads. Their teeth are blunt and wide, about twice as large as a typical humans. Ulutiun physiology includes a number of adaptations that make them resistant to the effects of cold:
or higher). Thieves arent tolerated in Ulutiun society. Ulutiuns share all of the general characteristics of humans as described in the Players Handbook. However, because of their thick bodies and short legs, their base movement is 9. Additionally, their initial ability scores are modified by a - 1 penalty to Charisma and Dexterity, and a +1 bonus to Strength and Constitution. The minimum and maximum ability scores for Ulutiuns are as follows: Ability Strength Dexterity Constitution Intelligence Wisdom Charisma
An inch-thick layer of fat beneath the skin provides natural insulation. Extra blood vessels in the hands and feet increase circulation, making their extremities less likely to freeze. Ulutiun males dont grow facial hair. Unlike male visitors from other lands, Ulutiuns suffer no risk of ice collecting in beards or moustaches.
Minimum 6 3 9 3 3 3
Maximum 18 16 18 18 18 15
The Iulutiuns Peace-loving, cheerful, and gentle, the Iulutiuns are the friendliest of the Great Glacier races, and also boast the richest culture and most sophisticated society. By far the most numerous of the Ulutiun tribes, the Iulutiuns occupy all corners of Alpuk, concentrating mainly on the areas in and around the Nakalpgotak and Lugalpgotak Seas where hunting and fishing are especially good. There are hundreds of Iulutiun communities, most of which are unnamed. These settlements resemble camps more than formal villages. Populations of these unnamed communities usually number fewer than 100, with residents drifting freely from one community to the next. These groupings continually break apart, usually as a result of depleted game, only to reform a few miles away, often in combination with residents from another community. Most Iulutions, however, live in permanent settlements, usually consisting of a few- hundred residents. Jukum, just south of the Lugalpgotak, and Lililnuk, on the western shore of the Nakalpgotak, are the largest Iulutiun settlements, consisting of about 1,200 and 1,500 residents respectively.
Though tribal dialects vary, all Ulutiuns speak essentially the same language; Iulutiuns, Angulutiuns, and Nakulutiuns have minimal trouble understanding each other. Because Ulutiuns trace their ancestry to human communities outside of the Great Glacier, most visitors to the region are able to communicate with the natives.
Ulutiun Class and Ability Restrictions
There are no formal class restrictions for Ulutiun characters, but because of the necessity for strong survival skills, the vast majority of Ulutiuns are warriors, comprising at least 90% of any given tribe. The lack of good teachers and the scarcity of time necessary for study limits the number of wizards to a scant few; no more than 2 or 3% of a village of 200 or more residents are wizards, and fewer than 1% are higher than 2nd level. Likewise, no more than 1% of a tribe qualify as priests of any level, as Ulutiuns devote little time to religious pursuits; Ulutiun priests higher than 1st level are hard to find (the Nakvaligach are the exception; as many as 5% of a Nakvaligach tribe are priests, of which 1% are 4th level
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Social Order
reason. Thanks to these practices, the Iulutiuns have avoided war for centuries.
Iulutiuns have no formal governments, neither in individual settlements nor for the nation as a whole. Each settlement is a self-contained unit, consisting of a variable number of families, who are responsible for maintaining discipline and order among themselves. Larger settlements-those consisting of at least 200 membersmaintain loosely organized governing groups called iquemelum. The iquemelum function as advisors rather than rulers, though residents usually follow their recommendations. An iquemelum consists of five or six members called kiam, chosen by consensus of all adult members of the settlement. As a symbol of their status, kiam wear tiny earrings made of the skulls of immature fish: these earrings are called uwa. A kiam must meet four qualifications: 1. The proposed kiam must be an adult. Preference is given to women whose child-bearing years are behind them (women are generally believed to have more common sense than men), though males may also be kiam. 2. The candidate must demonstrate exceptional hunting skills, speaking skills, healing skills, intuition, physical strength, cleverness, and/or humor; at least two of these traits are preferred. 3. The proposed kiam must already have some type of strong relationship with the other members of the iqumelum. For instance, the proposed kiam could be a relative of the other kiam, a close friend, a student, or a hunting partner. 4. He or she must want the job. Since the kiam have no real power, theres no need to establish a formal method for stripping them of authority. When a kiam no longer functions up to par, the other kiam and the rest of the settlement simply ignore her. After a month or so of inattention, the kiam gets the message and quietly resigns by tossing her uwa into the sea. The main function of the iquemelum is to keep peace among all Iulutiun settlements. To this end, the Iulutiuns have established a set of ceremonies designed to encourage communication and promote tribal harmony. The Iulutiuns take these ceremonies quite seriously-and with good
Koatulit. The koatulit is the oldest and most significant Iulutiun social tradition It was established in 1637 to bring an end to the Keryjek Wars and has been held annually in every Iulutiun settlement ever since. At the beginning of spring, the iquemelum select a young man or woman of character and strength to be their ahtkoat (courier). The ahtkoat travels to a designated village (chosen at the end of the previous years koatulit) and extends a formal invitation to the designated villages iquemelum. From 6-12 residents of the designated village accompany the ahtkoat back to that worthys village, where they live as honored guests for a week. The host village holds a nightly feast in honor of the guests, featuring games, dancing, story-telling, and plenty of gossip. At the end of the week, the guests return to their own homes, with good will between the villages affirmed and renewed. Sukkiruchit. The sukhiruchit is an annual trade fair, emphasizing shop talk more than recreation. The sukkiruchit is open to all who wish to attend, and usually attracts upwards of a thousand or more hunters, artisans, and kiam from all over Alpuk. Participants exchange hunting techniques, barter for goods, anda key element of any Iulutiun get-togetherswap gossip. A trade board (called the ahtsukk) comprised of kiam from several of the participating villages is available to arbitrate disputes, which occasionally arise over prices or quality of merchandise. Bec a u s e o f t h e n u m b e r o f a t t e n d e e s , the sukkiruchit is always held in either Jukum or Lilinuk, where easy access to the seas provides plenty of fish and game. Tupa. This term refers to marriages between partners from different villages, a practice actively encouraged by all Iulutiuns in the belief that family bonds are the strongest social controls. Its a rare Ulutiun who doesnt have a sibling, cousin, or grandparent in every neighboring village, thanks to the prevalence of tupa.
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custody of her children, and the father returns to live with his own parents. If the father dies, his parents assume custody, and the mother goes home to her family. Aging parents become the responsibility of their adult married children. The first choice is usually their first-born son, but parents are allowed to choose which child they want to live with. Iulutiuns dont recognize land ownershipland belongs to everybody. More specifically, whoever builds a home on a particular piece of land assumes custody of the land until she dies or moves away. Should someone else covet the landwhich might happen if its near a fresh water supply or good fishing holethey are free to offer the custodian food or other goods to move out. They can also challenge the custodian to a duel; the survivor takes possession of the land. When an Iulutiun dies, any valuables become the property of the village, distributed according to need or by the decision of the iquemelum. Clothes and other personal items are either destroyed or placed in the grave. Only the following items are included in the estate of the deceased:
There are two categories of tupa. The most common is kotupa, which refers to the voluntary union of a man and woman from two different villages. Koatulit and sukkiruchit help encourage kotupa by bringing together young people who wouldnt otherwise have a chance to meet. Though marriages between members of the same village do occur, meddling grandparents do what they can to discourage such unions, usually by speaking disparagingly of their grandchilds hometown sweetheart. Kotupa is always preferred. Occasionally, parents from neighboring villages arrange marriages between their offspring without the childrens knowledge or permission. These marriages are called ekotupa. They are unions of last resort, usually between unattractive or otherwise unappealing young adults. Though the children arent required to go through with an arranged marriage, they almost always do; an unmarried middle-aged adult tends to embarrass the entire village.
Laws Though the Iulutiuns have no written laws, they observe a strict set of social customs, regulations, and taboos to maintain order. Enforcement of these taboos is the familys responsibility. The rest of the village rarely gets involved in a familys problems unless the opinion of the iquemelum is required, which rarely occurs. Since Iulutiun society centers on the family, the most rigidly enforced regulations pertain to the preservation and continuity of the family unit. Married partners are obliged to provide food for their families, maintain their homes, and care for their children. Though husbands tend to do most of the hunting and wives most of the child rearing, gender roles arent fixed; families are encouraged to assign jobs as they see fit. Should either partner fail to perform his or her familial duties, a friend or relative takes custody of their children. From that day onward, the children belong to the friend or relativethe biological parents dont get a second chance. Iulutiuns firmly believe that it takes two parents to raise children. If the mother dies, her parents (the childrens grandparents) assume
Harpoon (or other personal weapons) Sled Dogs (or kupuksee New Monsters) Kayak (or other boat) Cooking pots and other utensils.
The oldest child still living with the parent at the time of death inherits the estate. Grown children with families of their own arent considered suitable heirs, nor is the surviving spouse. If there isnt a qualified heir, the village claims the estate. A form of voluntary slavery exists in some villages. These slaves are called ukeu, and consist of the elderly, the infirm, the abandoned, and others without family who are incapable of caring for themselves. Such people offer themselves as ukeu to any family who agrees to take them in. Ukeu must care for children, assist with housework or hunting, and perform other menial chores for their adopted families in return for food, shelter, and companionship. Though ukeu
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of execution serves as an excellent deterrent to crime. Punishment is so swift and certain that most Iulutiuns are afraid to even contemplate a serious offense. Secondand more importantly-there is a fear that an execution may set off a chain of retaliation; the criminals family may feel compelled to even the score by murdering one of the executioners, which may compel the executioners family to retaliate against the criminals family, and on and on in an ever-expanding circle. Murder begets murder; Iulutiuns realize that its a lot easier to start a blood war than stop one, so they think twice before committing crimes.
are treated with dignity and respect, they are by no means accepted as equals. Still, considering the alternatives, most ukeu are quite content with this arrangement. Hunters have specific rights and obligations, which are rigorously observed: A fish or a bird belongs to whoever catches it. A seal belongs to all who participate in the hunt. The carcass is cut up and divided equally among the participants. Whoever struck the first blow earns the skin. A bear or caribou belongs to whoever first sees it, regardless of who actually kills it. Although each participant in the hunt is entitled to a share of the meat, the spotter decides how to divide the carcass. The skin and fur belong to the spotter.
Two forms of murder are culturally acceptable: Wijikak. This honor murder occurs when one Iulutiun offends the dignity of another, typically by insulting his children or spouse, or spreading lies about him. The dishonored person is fully within his rights to murder the offender. However, the offenders family may then feel obligated to murder the dishonored person, whose family in turn may retaliate against the offenders family, thus beginning a blood feud that can last for generations. The iquemelum may attempt to intervene before a blood feud gets too far out of hand, but as a general policy, the village stays at arms length, allowing the families to work out their differences themselves. It may take decades and dozens of deaths before feuding families call a truce; until then, woe to those who show favoritism to one side or the other.
In times of scarce food, game must be shared with the entire village. Those participating in a hunt handle the distribution. When food is plentiful, game belongs to the hunters (within the above guidelines), hut they are obligated to make sure that all members of their immediate families get a share. If a lost weapon is found, it must be returned to its owner. However, if a weapon is lost with an animal (for instance, if a spear is imbedded in a seal, and the seal escapes; or if a fish swims away with a net) both the weapon and the animal belong to whoever recover them. So how are violations punished? Simple-the violators are put to death. The punishment is the same regardless of the crime; thieves are executed along with frauds and murderers. Executions generally take the form of drownings, stonings, or beheadings. Occasionally, criminals are buried alive, or stripped of all protective clothing and left to die of exposure. There are no trials or appeals, no second chances. The system sounds brutal, but its effective. Crime is rare in Iulutiun society, and executions occur so seldom that most Iulutiuns cant remember one ever occurring. Why? Two reasons: First, unlike elsewhere in the Realms, the threat
Yijikak. If an Iulutiun citizen feels hes been wronged by another, he may petition the iquemelum for permission to murder the offender this type of murder is called yijikak. The iquemelum debate the request among themselves for several months, allowing time for rumors to thoroughly circulate among the populace. As often as not, the intended victim leaves the village when he hears of the charges against him, and no murder occurs. The Iulutiuns have other, less violent methods
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first few insults from the Iulutiun opponent may tip them off. Heres a list of appropriate insults the NPC can use; feel free to make up your own, structured along the same lines:
of maintaining order, among them: Wrestling Contests. Public wrestling contests are used to resolve minor conflicts, presuming both parties are agreeable. Weapons are not allowed, nor are techniques that may physically harm the participants. A kiam typically serves as referee. Huuk. Another method of resolving minor disputes, the huuk (or singdown) involves an exchange of insults performed as short songs. Audience reaction determines the winner. Public Ridicule. The simplest and most popular method of reprimand, this takes the form of imaginative taunts and insults directed against the violator. It seldom requires more than a week or so of humiliation before the violator issues an apology, makes restitution, or gives up and leaves the village.
My friend, your breath smells worse than year-old seal blubber. My friend, your skin has the fair texture of tirichik stew. My friend, I ate some caribou meat last night that made my stomach ache. I thought of you. My friend here gets angry at his shadow if it doesnt listen to his orders. My friend here believes that you can melt snow by screaming at it.
Staging Singdowns
My friend here has a temper so bad that it makes dragons cower in their caves.
Heres an easyand funway to stage a singdown between a non-Iulutiun player character and and an Iulutiun NPC. Singdowns can be used to resolve conflicts between characters, or an NPC might insist on a singdown before hes willing to share supplies or information.
4. A singdown should last at least three or four rounds, long enough for the characters to have a fair chance at figuring out what constitutes an acceptable Iulutiun insult. The singdown continues until one of the following conditions occur:
1. Explain the concept of the singdown, as described above.
The character gives up.
2. Determine if the Iulutiun NPC has the advantage. If adventurer has the Singing proficiency and/or a Charisma score of 15 or higher, neither character has the advantage. Otherwise, the NPC has the advantage. (Unless the NPC is exceptionally inept or inexperienced, a non-Iulutiun character never has the advantage.)
One opponent or the other is the obvious winner. The players are getting tired of the game. 5. The DM determines the winner by subjectively evaluating the adventurers performance. If the character came up with two or three insults as good as those listed above and presented in the proper form (the insults must begin with My friend and must compare the opponent to bad food or make fun of her temper), and neither side has an advantage, give the player the benefit of the doubt and declare her the winner. If the NPC has the advantage, then the player must come up with two or three exceptionally imaginative or clever insults, presented in proper
3. The characters take turns exchanging insults, beginning with the NPC. (Its not necessary for the player to actually sing, though hes free to do so if he likes.) The only insults that Iulutiuns take seriously are those comparing the victim to bad food, or those that make fun of the victims temper. Additionally, a properly-phrased insult begins with the words, My friend. Dont tell the players any of this-let them figure it out themselves. The
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from highest to lowest priority.
form (such as, My friend, I found a moldy bread crust in the bottom of my knapsack that reminds me of your teeth-have you checked your mouth to see if any are missing?).
Iulutiun Relationship Rankings Name Rank Relationship 1 2 3
The Family The family is the primary social unit of the Iulutiuns. Tribal customs and taboos are designed to preserve and promote family life. Families, in turn, are expected to maintain order among their own members. An Iulutiun family includes not just the parents and children, but also grandparents, in-laws, and other relatives. Family ties may also extend beyond blood lines to include close friends and ukeu. There is no meaningful difference in a family hierarchy between an adopted child and a biological child, or between a natural uncle and a friend whom the family has designated as an uncle. In general, an Iulutiun family consists of all those living under the same roof. Typically, the parents and children live in one section of the house, an in-law and his family in another section, and an adopted uncle and his family in yet another. If the family adopts new members, new rooms are added to the house. Family members who move away, whether they are natural or adopted, gradually lose their ties to the original family. For example, parents feel less close to a biological son who lives across town than to an adopted uncle who still lives with them. The eldest male and female children have special responsibilities in the family, essentially serving as surrogates for the parents. Their special titles reflect these roles; the oldest son is called the gazanga (little father) and the oldest daughter is known as the kazanga (little mother). If the gazanga or kazanga dies or moves away, the nest oldest child assumes the role. Family members operate under a strict status ranking, which not only designates the priority of family relationships, but also the strength of personal bonds; a father is closer to his son than his wife, a brother is closer to his sister than his grandparents. Each relationship has a specific name; the following table lists the relationships
4 5
father to gazanga mother to kazanga parent to sibling other than gazanga or kazanga all other family relationships (including spouse to spouse) family member to ukeu
giik erngiik tigugiik aigiik sangiik
Iulutiuns also use the above terms as general expressions of affection and loyalty to indicate the depth of feeling for a friend, an animal, a place, or even an experience. If a fisherman describes a lake as sangiik, his friends know it isnt nearly as good a place to catch fish as the local aigiik lake. An erngiik feast is much more memorable than one thats merely tigugiik, and a giik sled dog is the best companion a man could want.
More About Marriage
Males and females are expected to be married by the time they reach their early twenties. Unmarried children in their late twenties are candidates for ekotupa. Men of honesty and humor are considered the best husband material, though good hunting skills help, too. A potential wife is also valued for her character, as well as her fertility (a guess based on the number of her siblings children). Parents encourage their children to minimize physical attractiveness when choosing mates (Beauty is deceitful; its promise of happiness is as false as its guarantee of permanence, says Inum). Except in cases of ekotupa, mates are presumed to be in love. Courtship seldom lasts longer than a few months. A man shows hes serious about a woman by giving her a small gift, such as a hand-made necklace or other trinket, and the woman reciprocates by giving him a similar gift. Both the man and the woman must ask permission to get married from each others family. If permission is granted, the couple is considered married there are no formal ceremonies. though the families may host a feast in the couples honor.
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The child presents the first animal he or she kills to the ariak. The female child also presents her first baby to the ariak for his or her approval.
A young married couple moves in with either the wifes parents or the husbands parents, depending on which family has the most room. After the birth of their first child, the couple may move into their own home, though many live with their parents indefinitely. Childless couples are allowed to divorce by mutual consent; the spouse simply moves out of the home of his or her in-laws.
The ariak is obligated to give any needed food, weapons, or other goods to the child that his or her family is unable to provide.
Growing Up
The Iulutiuns raise their children with affection and respect. Physical punishment of any kind, even a mild pat on the rump, is unheard of. Mothers carry infants in their parkas until they are about two years old, then the children spend their days playing among themselves. Favorite toys include caribou skin balls, jump ropes and cats cradle strings made from animal sinews, tops of wood or ice, and dolls of sealskin scraps. When children reach puberty, they receive tattoos on their wrists (for boys) or between their lips and chins (for girls). Simple patterns of thin parallel lines, the tattoos are almost imperceptible; still, boys and girls strut proudly for days after receiving them. Reaching puberty also makes boys and girls eligible for ear and nose piercing. This adornment is usually performed by a grandparent or other family elder. Girls ears are pierced large enough to hold thick hoops, boys piercings are somewhat smaller. Piercing the nasal septum allows the wearing of beaded rings carved from seal bone, a custom more common for girls than boys. Both boys and girls undergo a series of rituals marking their passage into adulthood. The main ritual, called jukikewquka, occurs after the childs first kill of a bird or other small animal. A feast is held, the father and ariak share the childs kill, and songs are sung in the childs honor. The awakewquka involves a similar celebration, taking place after the childs first seal kill. At the end of the feast, the child presents the seal skin to his or her mother. The most prestigious ritual is the nukiewquak, marking the childs first polar bear kill. The bears head is mounted on a pole outside the family home where it remains for a week. At the end of the week, a representa-
Naming the Baby
The Iulutiuns most cherished tradition involves the naming of newborns. The tradition has no religious implicationsIulutiuns dont put much stock in religion-but is intended to foster security and continuity by connecting the baby with two adults other than the parents. Iulutiuns have single names only. All names consist of exactly two syllables. The first syllable links the baby to the past, the second syllable to the present. A baby is named as soon as possible after birth. The first syllable of a name is called the kiirik, derived from either the first or second syllable of the name of a dead relative. The parents choose the relative, based on physical or behavioral similarities between the relative and the baby (hes bald like his grandfather, she has a bad temper like her aunt). The second syllable of a name is called the anarkiirik, derived from either the first or second syllable of the name of a close family friend. This family friend, called the ariak, dresses the baby in his or her first clothes. This act, known as anariak (roughly, building the newborn), serves to permanently bond the friend with the child. At that moment, the ariak abandons his true birthday, and from then on celebrates his birthday on the same day as the anariak baby. In the years to come, the bond between the ariak and the child expresses itself in a number of ways: In conjunction with the childs parents, the ariak assumes responsibility for the care, safety, and education of the child. As the friend grows old, the child reciprocates.
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tive from each family in the village samples the bear meat, and during the feast, the child performs a song that he or she has composed about the hunt. At the end of the feast, the child is considered an adult. Girls have the option of skipping the jukikewquka-awakewquaka-nukiewquak cycle if they wish. In less enlightened villages, girls passage into adulthood is less formalized; a girl is considered to be an adult when shes old enough to give birth and care for her children.
side to greet her husband. Good newsHitok says the rumors of caribou were true. Tomorrow, he and some friends plan to return to the area with their bows. With luck, he says, they will have caribou meat for the rest of the month.
Recreation Though Iulutiuns spend most of their time hunting, keeping house, and raising children, they reserve a few hours every day for relaxation. Visiting is the most common recreation, where neighbors gather for hours to chew the fat (both figuratively and literally), but Iulutiuns also enjoy a variety of other activities.
A Day in the Life
Tikqu, a young Iulutiun mother of two, rises at the crack of dawn to nurse her babies and prepare breakfast for her husband, Hitok, who is sleeping late. Hitok went to bed late and weary after working long into the night repairing the family kayak, sewing patches of seal skin to cover rips in the hull. Stretching and yawning, Hitok rises at last, lured by the aroma of fresh fish stew. He gobbles two bowlfuls, bites off a chunk of seal blubber; then rubs the heads of his wife and children to bid them farewell for the day. Hitok removes the block of snow that serves as a door to his snowhouse, then greets the morning by whistling his favorite tune. He tosses meat scraps to his sled dogs, and while they are eating, he greases his sled with seal oil. He is traveling to a distant lake to investigate a caribou sighting; its a long trip, and he will be gone all day. He hitches his clogs to the sled. They bark and paw the snow, eager to get going. His spear strapped to his back and his snow goggles in place, Hitok secures the dogs to the sled, and a moment later, hes off. Meanwhile, Tikqu busies herself with household chores, mending clothes, checking the house for leaks land making repairs with snow where necessary), preparing a seal skin for a new parka, and tending to a sick puppy. Midafternoon, a neighbor drops by and presents Tikqu with a chunk of polar bear meat in honor of her sons nukiewquak. Later, Tikqu boils the meat to serve for dinner. The day passes quickly. As the sun sets, Tikqu hears the crunch of the family sled and runs out-
Jokitarpo. In this game, a group of up to 30 men and women sit in a circle around a large pot of soup. One of the players dips a leather cup of soup from the pot, takes a sip, then passes the cup around the circle for everyone to take a drink. The player taking the last drink becomes the jokitarpohe must stand in middle of the circle and make hideous faces by grimacing, tying straps around his head, and drawing his lips into his mouth. The other players cheer when the jokitarpo makes an especially impressive face, then his turn ends. He dips a new cup of soup from the pot, and play resumes. Keri-Keri. This game, favored by women, requires two face-to-face opponents. One opponent randomly points at her forehead, chest, elbows, and knees, each gesture accompanied by a nonsense word, such as subatiruitikak or talujquifredikit. The second opponent then tries to duplicate the firsts action and words exactly. If she fails, the first opponent wins. Otherwise, play continues with the second opponent taking a turn. Lukitaqutu. One player juggles three sealskin balls while an opponent tries to knock them out of the air with a leather whip. The longer the whip, the more challenging the game. Jegaung. A series of small holes are drilled into the skull of a wolf, seal, or similarly sized ani-
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to support them. Preparation. It takes a team of four workers to build a snowhouse, though in a pinch, as few as two can complete the job. In a crew of four, each worker has a specific assignment:
mal. The skull is placed on the ground, and a sliver of bone is tossed into the air. Players wager on which hole the sliver will land in. Tingaung. Another gambling game, tingaung uses a dozen small replicas of birds carved from bone or ice. One player tosses the bird replicas into the air and the others wager on how many of the birds land on their feet.
The Cutter carves blocks from snow banks. The Carrier takes the blocks to the builder. The Builder stacks the blocks.
Yakakilat. The yakalilaut, or drum feast, is an elaborate Iulutiun celebration staged whenever hunters slay a white dragon, tirichik, or other large creature. The villagers surround the carcass in two large circles, women on the inner circle, men on the outer, The women dress in their most colorful clothes and wrap their hair in long braids, tying foot-long wooden sticks on the ends. Each man prepares a kilat drum, made from seal skin stretched over a hoop of wood or bone, played by slapping it against the thigh or chest. Accompanied by the kilat of the men and the songs of the women, the hunters strip to the waist and dance around the carcass, taunting the dead beast with insults. At the end of the dance, the beast is butchered and the meat distributed among the villagers.
The Packer smooths snow between the cracks of the blocks. With two-worker crews, all blocks are cut and carried, then stacked and packed. This method takes a lot longer, since the crew has to guess how many blocks they need. They are invariably wrong, which requires a number of return trips to cut and carry more blocks. Regardless of the size of the team, they need the same equipment: A pole or staff (bone or wood, about 4 feet long, used to test snow texture. A knife to cut snow blocks; the blade should be one to two feet long.
Architecture
A shovel for heaping snow on the finished house.
Snowhouses: Since wood, mud, stone, and other traditional building materials are scarce in Alpuk, Iulutiuns must make do with whats availableand that means snow and ice. Over the centuries, the Iulutiuns have become quite adept at building snowhouses; if summer temperatures remain low enough to keep it frozen, a well-constructed snowhouse lasts two or three years. Snowhouses are made of blocks of snow that are cut to size and stacked to form domes. Snowhouses are dome-shaped for two reasons: (1) they are easier to build that way, since old rows of blocks support the new rows above them, keeping the walls solid while construction proceeds, and (2) Iulutiuns have no suitable roofing materials; snow blocks wont work as they cant be cut large enough, and theres no practical way
The first step in building a house is to find a supply of suitable snow, hard enough to stack but soft enough to cut. The best snow is found on flat terrain, where drifts rise at least 4 feet high. Ideally, the drifts should have accumulated within the last few weeks. Old snow, subjected to blasts of freezing wind, tends to be as solid as ice and extremely difficult to cut. Fresh snow, especially that which has fallen during relatively high temperatures and calm winds, can be as grainy as sugar and impossible to cut. The easiest way to identify a suitable snow bank is to step in it. If steps dont leave footprints, the snows too hard. If the prints sink more than an inch or so, the snows too soft. If steps leave slight impressions, the snows just right. After locating a suitable drift, the worker must
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door with a snow block, then build an archway of snow blocks over the outside trench. When its finished, the entry resembles a tunnel about 2 feet below ground level, which helps to keep frigid air and blowing snow out of the snowhouse. To complete the house, a worker builds a fire inside the main room, strong enough to thaw the walls. When the walls are soft and slushy, the fire is extinguished, and the walls are allowed to refreeze. The result is a glaze of ice that makes the walls stronger and adds insulation.
test its consistency by inserting a rod or staff. The rod should sink smoothly to a depth of about 4 feet. If the rod encounters resistance, the drift consists of layers of old and new snow; its useless. and they must look for another drift. Construction. To cut a snow block, the worker makes two sets of parallel cuts in the drift to form a rectangle about 3 feet long, about a foot or so wide, and about a foot and a half deep. The blade is inserted at an angle to make a series of horizontal cuts, and is then used to lift the block free. A typical block weighs anywhere from 50100 pounds; if it isnt strong enough to stand on its side and be carried without crumbling, its no good; the worker has to start over. The block must be reasonably flat on all surfaces; uneven sides can be shaved with the blade. The first tier of blocks is set in a circle, and should be laid on an area of level snow. If necessary, the worker can stick a pole in the snow, tie a string to it, pull the string tight, then use it as a guide to make a circle. The Builder props the blocks against each other by leaning the bottom edge of a new block against the top edge of the previous block. A one-block opening is left to serve as a temporary door. The Packer seals the holes between blocks with snow. The snow freezes in about ten minutes, creating a solid wall of blocks. When the first tier is finished, the second tier stacks atop the first like a spiral. As the stacking proceeds, the higher tiers lean in slightly, gradually forming a dome. The blocks continue to spiral until the dome is complete, except for a small opening in the top. Two blocks are wedged in the hole, then the workers shovel fresh snow over the top. The snow slides down the walls to evenly surround the entire dome. The workers stop shoveling when the bottom two feet or so of the dome is about three feet thick (including the thickness of the snow blocks). To create the entry way, one worker enters the snowhouse by wiggling his way through the temporary door. He then digs a trench about 5 feet wide and 5 feet deep extending inward from the doorway. Outside, another worker digs a similar trench leading to the doorway, meeting the interior trench. The workers plug the temporary
Floor Plans: The simplest Iulutiun snowhouse is a dome with a single entry. A 10-foot-diameter house sleeps four or five and takes a four-person crew about three hours to build. This simple snowhouse is a good temporary structure. It is useful as a guest house for overnight visitors, or for hunters spending the night in the wilderness. Most Iulutiuns, however, prefer more elaborate snowhouses. Figure 1 shows the type of snowhouse typically found in Iulutiun settlements. A single-family house includes the following sections: Toqsung. This is the name given to the threesectioned entry passage, designed to give the main living space maximum protection from the cold. The outermost, open section of the toqsung is the kaquling, angled away from the prevailing wind (in Alpuk, prevailing winds usually blow, from the north or south, so the kaquling opens to the east or west). Beyond the kaquling is the uadiling, a 6-foot-tall dome with a door about 2 or 3 feet high. Next is a long passage, the igdluling, also about 6 feet high, which ends with another 3foot door. Lulik. The main living space, linked by a door to the igdluling. Its about 12 feet in diameter, large enough for a family of six. Sircdloang. A small room used to store clothing and harnesses. Though attached to the uadling and igdluling, it has no door; instead, one of the blocks is removed from the outside to give access.
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Igdluarn. Another room similar in size to the sirdloang, except that this one is accessible from the lulik by a 2-foot opening. Fresh meat and blubber are kept here.
interior walls of a snowhouse. Sharp bones are punched through the shins to fasten them to the walls; a knot of leather tied to the bones protruding outside the house holds the skins tight. The ilupiquan provides further insulation and also prevents candles and stoves from melting the interior walls.
Andlitiving. A large room attached to the lulik, linked by a 2-foot opening. Its used for long-term meat storage. Several families can share the same snowhouse by buildmg additional luliks; Diagram 1 also shows a two-family house. If more families wish to move in, the two-family house can be expanded by adding new igdluling-lulik units, radiating from the uadling like spokes from a wheel.
Bed Platform. A comfortable sleeping area is made by piling fragments of snow blocks over an area large enough to hold a man. The pile should be about a foot or two high, enough to keep the sleeper well above the top of the entry way, which helps keep him warm. Two deer or caribou shins are placed over the pile, fur-side down to prevent the sleepers body heat front melting the ice. Thick blankets of laced deer or caribou skin, called quipiqu, cover the sleeper. A bundle of clothing serves as a pillow.
Furnishings Wall Lining. Also called the ilupiquan, this is is a lining of seal or caribou skin fastened to the
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walls, a small fireplace, and ilupiquan in place, temperatures remain remarkably comfortable. The temperature difference between the interior and exterior averages about 50-60 degrees; if the outside temperature is 30 degrees below, the interior temperature may be about 20-30 above. Just below the celing, the temperature may be up to 80-100 degrees warmer that the exterior of the snowhouse (if the outside is 30 below, it may be 50-60 degrees a foot or so under the ceiling). The frigid outside temperatures prevent the ceiling from melting.
Ventilation Plug. This 2-inch-diameter hole, also called a quangirin, ventilates the house when lamps or stoves are burned. After cutting a hole in the roof with a knife, a worker ties a length of leather or sinew strap to a fur plug, then pushes the strap through the hole. A worker on the roof secures the outer end of the strap to a cross-piece of bone or wood. The quangirin can then be opened or closed as needed. Lighting. Since the glazed interior of a snowhouse is a continuous reflective surface, it doesnt take much light for illumination. Even in a windowless house, enough sunlight seeps through the walls (presuming the ilupiquan is let down) to provide sufficient illumination, even on cloudy days. At night, the light of a full moon penetrates the wails, enabling occupants to see well enough to prepare food and locate small objects. Otherwise, a single small candle or lamp provides all the light necessary to fully illuminate a 12-foot-diameter room.
Other Structures Though Iulutiun villages consist primarily of snowhouses, most villages of 100 residents or more also include the following buildings: Quaggi. Normally, Iulutiuns hold communal feasts and celebrations outside. But when the weathers bad, they use a quaggi (feast house). A quaggi is a large dome, 15-20 feet tall and at least 20 feet in diameter. A large quidlirin is centered on the floor of the dome. Two ledges of snow serve as seats; one ledge, about 6 feet tall, hugs the interior wall, while just below is a second ledge about 2 feet tall. Typically, a village has about one quaggi for every 100 adults. Ukujik. Also known as a cutting house, the ukujik is a 10-foot diameter dome used to butcher animals. A snow partition, rising about 7 feet from the floor, divides the dome in half. Two 5-foot-deep pits fill half of the room. The section of the room with the pits is called the ijukujik, the section without pits is called the akukujik. A doorway opens into each section. Hunters butcher game in the akukujik, and toss organs and blubber over the partition into the ijukujik; organs go in one pit, blubber in the other. Villagers are free to help themselves to the surplus in the ijukujik pits.
Windows. If the occupants of a snowhouse desire more interior lighting, they cut holes in the walls, then wedge in pieces of fresh ice from a lake, packing snow around the ice to hold it tight. The ice should be about 2 inches thick, which is thick enough to provide insulation yet thin enough to be easily cut and shaped. Spare ice windows can be stored in the sirdloang. Fireplace. A fireplace, also called a quidlirin is the ultimate Iulutiun luxury, owing to the the scarcity of stones required to build one (stones sometimes turn up in avalanches, or they can occasionally be recovered in a stream or sea). A quidlirin consists of a stone stove and a framework of wood or bone. Blubber fills the stove, with a wick of animal hair greased with blubber to make it burn. Kettles and pots, made of stone or bone, are hung from the framework and suspended over the stove. A bone hoop laced with leather straps, called an intang, lies on top of the framework and is used for drying wet clothes.
Clothing The Iulutiuns have mastered the art of dressing for frigid weather. Wearing layered clothes of caribou and seal skin, an Iulutiun can comfortably tolerate temperatures as low as -50 de-
Temperatures in a Snowhouse
In a well-constructed snowhouse with glazed
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hard to come by and most Iulutiuns have to settle for caribou. Trousers are tucked inside the boots, which are then tightened with a leather drawstring.
grees F. Both sexes dress similarly, wearing the same wardrobe the year-round, removing an outer layer of trousers and mittens in the warmer days of summer. Though caribou and seal skin are the preferred materials, the furs of polar bear, wolf, deer, and beaver are also used. To prepare a skin for clothes, its first scraped free of flesh, then hung on a rack or spread on the ground to dry. The skin is then scraped and dried again. After repeating this process two or three times, the skin becomes as soft as velvet and can be cut and sewn to size. Drying and scraping usually leaves skins white or light gray, but hanging them in a smokehouse for about a week darkens the skins to brown or dark gray. An Iulutiun suit consists of the following:
Two pair of mittens. Again, the inner pair is young deer or caribou, the outer pair is fur. Parka sleeves are tucked inside the outer mittens and tightened with drawstrings. Outer mittens have two thumbs, so theres a spare if one gets wet. The palm and thumbs are shaved smooth to facilitate gripping and grasping. Both males and females part their hair in the middle. Females grow their hair longer then men, winding it in knots behind their heads, sometimes tying it in short braids secured by bone rings. Iulutiuns prefer simple clothes, and dont use much decoration. Occasionally, they adorn parkas with strips of white deer or wolf skin, or attach short strings to hang bone beads, teeth, and animal ears.
Underwear to cover the legs, arms and torso, made of the skin of deer or caribou no more than a year old (such skin is especially soft). Two pair of socks; the inner socks are worn fur-side in. The outer socks, which resemble slippers, are made of the same material as underwear.
Transportation Forget horses, donkeys, and anything with wheels. Land animals unused to the freezing climate of the Great Glacier wont last a day, and neither the hooves of pack animals, the feet of men, nor wooden wheels are designed to traverse snow drifts and slippery ice. Likewise, water travel in the Great Glacier requires vessels capable of navigating the often shallow waters and withstanding damaging buffets from pack ice.
A parka, which is a single-piece jacket and hood that slips over the head like a sweater and hangs just below the waist. The lining is seal skin, the outer layer is fur. The rounded hood hangs loosely over the head and doesnt cover the face; a tight hood encourages the formation of frost where fur meets the flesh. Though frost tends to form on an uncovered face, its usually as light as powder, and easily brushed away; a layer of hard ice can form on a face thats completely covered. The parkas sleeves are long and wide, enabling the wearer to draw cold hands inside and warm them against her chest.
Transportation on Land
Dog Sled. The easiest and quickest way to get around the snowy plains of the Great Glacier the Iulutiun dog sled consists of a wooden or bone frame (for carrying goods and supplies), a small wooden platform on one end (on which a person stands), and a wooden lattice on the other end (to which the dog team is attached). Runners of wood or bone, greased with blubber, are secured to the bottom of the sled. Sled sizes average 8-12 feet long and about 2-3 feet wide. A dog team, consisting of 6-10 animals, can easily pull 1,000
Two pair of trousers. Like socks, the inner pair is young deer or caribou skin, the outer pair is worn fur-side out. Waterproof boots, made of hide from a caribous leg, the sole covered with an extra layer of tirichik, caribou or seal skin. Because of its superb insulation and traction, tirichik hide makes excellent soles for boots, but such creatures are
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pounds (see Part Four for information about Iulutiun sled dogs). Kupuk Sled. A little wider (3-4 feet) and shorter (5-7 feet), a kupuk sled is otherwise identical to a dog sled. A single kupuk pulls the sled, which can carry up to 1,000 pounds. Bikik. The bikik resembles a normal dog sled with a square sail, 4 feet per side, attached to a mast near the center of the frame. The sail, made of caribou hide or seal skin, catches the wind and boosts the sleds speed. Hiuchupuk. A hiuchupuk is a type of water sled. It is essentially a kupuk sled with inflated seal skins attached to the runners. A hiuchupuk has a limited life span, as battering from pack ice eventually deflates the seal skins. Battered skins are usually fed to the kupuk. Ikaap. This simple sled can be made quickly in emergencies by stacking three or four caribou skins atop each other, then soaking them with water. While the water freezes, two holes are cut near one end of the stack, and a pair of dog reins are inserted. A paste is made of mushy snow and animal hair (any type will do) which is applied to both sides of the skin pile, doused with water, and allowed to freeze. Two dogs are secured to the reins, the rider sits on the skins, and off he goes. Snowshoes. Snowshoes look like oval frames of wood, 3 feet long and 1 foot wide, laced with leather webs. They enable the wearer to walk on the surface of snow without sinking. With a little practice, a person wearing snowshoes can move at her normal movement rate.
week. At the end of three weeks, the umiak is water-tight and ready to go. Although the umiak weighs about one-fourth as much as a conventional wooden ship of comparable size, it can carry half-again as much weight. Its flexible walls enable it to bounce harmlessly off most obstructions. If the craft suffers a tear, it can be easily repaired by sewing on a seal skin patch. In rough waters, inflated seal skins are secured to the sides to provide additional buoyancy. On the downside, the umiaks flat bottom and high sides make it hard to paddle in strong winds. To compensate, kupuk can be used to pull them; a pair of kupuk in the water can easily pull a 40-foot umiak with a full cargo. Alternately, a team of about 12-15 dogs on shore can pull an umiak with tracking lines: the lines should be at least 50 feet long and attached to a single mast. Kayak. The kayak is a single-person vessel, fast-moving and easy to maneuver. Its construction is similar to that of an umiak, with oiled and dried seal skins attached to a bone or wood frame. A completed kayak is about 10 feet long and 2 feet wide, completely covered by skin except for a circular opening in the top. The operator squeezes into this hole then sits up, her legs extending into the front section, the rest of her body protruding upwards. She then stuffs caribou or wolf skin around the opening, sealing herself in. A single oar with a paddle on each end is used to propel a kayak. Controlling a kayak requires a keen sense of balance; its just about impossible to remain upright if the craft isnt moving. Operators learn to constantly paddle their kayak with one hand, while simultaneously using their free hand to spear game or set fishing nets. Getting in and out of a kayak without capsizing requires hours of practice, and even the most experienced operators cant avoid an occasional dunking. When a kayak flips, the operator shifts his body weight to twist the craft completely around; the operator suffers a brief dunking, but the vessel rights itself almost instantly. Because kayaks arent particularly comfortable, they are best suited for short journeys, though experienced operators have been known
Transportation on Water
Umiak. The umiak is a large, easy to maintain cargo boat, designed to travel in water only a few feet deep. About 40 feet long, its capable of holding 20 passengers, their hunting equipment, and a few caribou carcasses without sinking. To make an umiak, seal or walrus skins are sewn together, then stretched over a frame of wood or bone, creating a dish-like vessel with a broad, flat bottom. As the skins dry, they shrink, creating a tight surface with the texture of canvas. Three coats of oil from seal or walrus blubber are applied to the craft. Each coat dries for about a
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to make kayak trips of a hundred miles or more. Kayaks sometimes accompany umiaks on hunting expeditions. The umiak carries the gear and most of the hunting party, while the faster kayaks scout ahead, periodically returning to the umiak to report game sightings or obstacles.
toggle back and forth. A long cord attaches to the other end of the naulagak. When the shaft pierces an animal, the hunter jerks the cord, which causes the blade to toggle. Not only does this increase the damage, it also secures the animal to the shaft, making it much harder for the animal to get away.
Hunting
Ritiik. This is a 6-foot-long bone shaft with a point and hook on one end used to attack polar bear and other large animals. When the shaft pierces, the point is jerked back so that the hook digs in.
Hunting is no mere sport for the Iulutiunsits a matter of life and death. All able-bodied villagers are expected to participate in hunts, which occur daily. In fact, the main reason why the Iulutiuns havent developed much of a culture is that they simply dont have time for arts and crafts-they are too busy hunting. Hunts involve either groups of 4-24 (for larger game, such as caribou and polar bear) or single hunters (seal, fish, and birds). Occasionally, a few dozen of the best hunters from several villages band together to hunt tirichik or white dragons, splitting the spoils equally among the survivors.
Garnok. A foot-long bone rod with a leather thong on one end and a small cup on the other. Its used to hurl small (3-inch or less) bone darts.
Weapons In addition to such conventional weapons as bows, spears, and nets, Iulutiun hunters employ a variety of exotic weapons, some of which are described below. Though designed for hunting, these weapons can also be used in combat.
Iuak. A bone blade resembling a machete, about 2 feet long and 6 inches wide. The end of the blade is flat, not pointed. Mainly used to cut blocks to make snowhouses, the iuak also makes a good offensive weapon.
Luqu. A long (7 feet or more) thin (about an inch in diameter) trident of lashed segments of bone or wood. Each tine is covered with hooked barbs. The luqu is used to spear fish.
Ekaa. A type of arrow used to hunt caribou and other herd animals. An arrowhead carved from a caribou or deer antler is attached to a shaft of bone. Hooked barbs cover both the arrowhead and the shaft.
Unungak. A large (5-foot) harpoon with a wooden shaft and needle-sharp bone point. Leather cords are wound around the front of the shaft and secured lengthwise along the body of the shaft to increase the weapons durability.
Trukaa. An arrow of bone with a blunt head, used to kill small game without damaging the fur. A typical Iulutiun hunting party is armed as follows: 30% bows (with a supply of both ekaa and trukaa), 20% spears, 20% harpoons (assortment of unungak, artengak, and naulagak), 10% ritiik, 10% garnok, and 10% luqu. Each hunter also carries an iuak.
Artengak. More slender than an unungak but with a similar bone point, the artengak is the main weapon used to hunt seal. A long cord attaches to the shaft, ending in a loop which the hunter places around his wrist. The cord helps prevent game from escaping with the weapon. Naulagak. Another type of harpoon, the naulagak is a wood or bone shaft shaped like a wishbone at one end. A separate blade of bone, razor-sharp on all sides, is fixed between the shafts of the wishbone, held so that the blade can
Techniques
Seal Hunting. Because seals are the Iulutiuns primary food source, youngsters are encouraged to master the techniques of seal hunting as soon
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ful, fatty, easy to hunt, and easy to prepare. The entire carcass is edible including the organs. Seal can be cooked, eaten raw, or frozen and stored. However, seal isnt particularly appetizing, tasting like gritty fish, and somewhat bitter. Iulutiuns agree that the best tasting meat comes from caribou, though its harder to find than seal. Caribou is rich in flavor, juicy and filling, whether eaten raw or cooked. The ribs, backbone, and legs are delectable, though the head is the sweetest part of the animal. Caribou organs can be eaten but usually arent. Iulutiuns find them sour. Instead, the organs are usually fed to sled dogs and kupuk. Other foods include: Musk Oxen. Comparable to caribou, but not as sweet and juicy. Some Iulutiuns raise Oxen for their milk, which tastes like thick cream. Polar Bear. Edible, but barely The meat is stringy, tough, and hard to digest. Fish. Iulutiuns eat whatever they catch, and consume the whole body, including the head, fins, and scales. Fish are boiled, frozen and preserved, or eaten raw. Some fish are left in the sun to rot; many Iulutiuns consider partially decayed fish to be a delicacy. Deer. Like caribou, but not as succulent (though better than musk oxen). Shoulders, legs, and ribs are preferred, especially after they have been cut into strips and dried. Birds. Among the favorites are penguins, terns, gulls, and puffins. Eaten raw. Dragon and Tirichik. Sweet but chewy, difficult to digest but protein-rich. Dragon organs are edible by the strong of stomach, but tirichik organs are poisonous, particularly the liver. Iulutiuns experimented with tirichik liver as a coating for arrows, but game killed by such arrows also became contaminated with poison and was inedible. The practice has since been abandoned. Vegetation and Fungi. Iulutiuns occasionally indulge in mosses, grasses, and lichen, usually to add flavor in soups and stews. Algae can be scraped off pack ice, while black lichen-a particular favorite that tastes like mintcan be found on the bottoms of stones.
as they can handle a harpoon. Though seals live beneath the frozen surfaces of seas and lakes, they are air breathers. Periodically, seals surface to scratch breathing holes in the ice. Hunters crouch by these holes, sometimes for hours on end, waiting for- a seal to poke his nose through. When it does, the hunter thrusts his harpoon as hard as he can. Though seals can also be found basking on icebergs or lounging on the shore, they are too alert and too quick for hunters to sneak up on them; as soon as they sniff a hunter or hear the crunch of his boot, they dive back into the water. As tedious as it is, waiting by their breathing holes is far and away the easiest way to hunt seals. Caribou Hunting. Caribou are mainly hunted by parties of two dozen or more hunters armed with bows. When a party spots a grazing herd, they quietly create an inuksuk a line of snowmen about 2 feet tall, spaced about 3 feet apart. When complete, the inuksuk forms a Vshape, with each shaft of the V about 100 yards long. Most of the hunters wait at the point of the V, while a handful sneaks to the open end of the V. When everyones in position, the hunters at the open end shriek and scream, driving the caribou into the point of the V where they are met by a volley of arrows. Wolf Trap. The Iulutiuns catch wolf and fox by building a special pit trap called a dinjik, a dome-shaped snowhouse about 10 feet tall. A square hole is cut into the top, then covered with thin branches and a layer of snow. Fresh seal meat or some other tempting bait is placed inside the house. Lured by the bait, a wolf or fox steps on the covered hole, then falls into the snowhouse. The animal cant jump outthe hole is too high-nor can it scale the curved walls to climb out.
Food Iulutiuns eat almost nothing but meat, the fatter the better. Meat is relatively abundant (compared to the scarcity of vegetation) and fatty game provides blubber and oil used for cooking, heating, and lighting. Seal is the staple of the Iulutiun diet. Its plenti-
Cooking Iulutiuns prefer boiling to all other
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methods of cooking meat. Its easy, quick, and the left-over water makes good soup stock. The usual way to boil food is to fill a pot about half-way to the top with ice, then pile bite-size meat chunks on top. Two spark stones-resembling iron pyrite, available mainly in the Novularondare struck together, igniting a pile of blubber, oilsoaked hide, or tinder. The ice melts, and the water is allowed to come to a boil while the chef feeds the fire with more blubber or tinder. It takes about 20 minutes of boiling to cook a pot of meat. To make soup, chunks of blubber and meat scraps are tossed in the cooking pot and allowed to simmer for the rest of the day. Animal heads can be boiled, but they taste better if slow-roasted. Caribou heads are too big to roast on spits, so they are usually hung over a fire by a feather strap threaded through the nostrils. The chef constantly turns the head to ensure thorough cooking. It takes about 3-4 hours to roast a caribou head. During communal meals, individual diners dont have their own utensils. Everyone sips from the same soup cup, then passes it on to his neighbor. Large pieces of meat are circulated the same way, with everyone taking big bites and passing them on. Melted sea ice is available to add flavor. Flasks of fresh water wash down the meal.
Economics Iulutiuns dont use currency of any kind. Gold pieces might make interesting fishing lures, but they wont buy much in Alpuk. Though there are plenty of gemstones to be found in the Great Glacier, particularly in the depths of Novularond, Iulutiuns regard them as mildly attractive, somewhat gaudy trinkets of no particular value. The economy of the Iulutiuns is based entirely on trade. Villages engage in regular barter for food, weapons, dogs, and sleds, particularly during the annual sukkiruchit. Since the end of the Keryjek Wars, the Angulutiuns have become strong trading partners, swapping caribou meat and skins for weapons, seal oil, blubber, and furs. Iulutiuns also barter for services. A new snow knife might be the asking price for a days worth of snow block cutting, while a pound of seal meat might buy an evenings worth of babysitting. Convincing a reluctant warrior to join the hunt for a tirichik might require a guarantee of an extra share or two of the meat (presuming, of course, that the hunts successful). Iulutiuns are shrewd negotiators. Most Iulutiun traders follow a policy of pioquak-ikwokquak, which means that its better to walk away from something you want than to give more than its worth. Generally, though, Iulutiuns do their best to make sure everyones happy with a trade, assuming all parties negotiate honestly and fairly.
Storage Meat that isnt eaten immediately can be stored outside for up to six months during fall and winter. It requires no special preparation and can be left under the open sky, usually atop platforms 10 feet tall or higher to discourage scavengers. Snow can be brushed off or left alone. Aside from some minor drying, the meat remains perfectly preserved. Since frozen meat has no scent, scavengers do not pose a problem. For long-term storage, meat is buried in 15-foot pits and covered with snow blocks. Temperatures remain at feast -20 degrees in the bottom of these pits. About once every six months, the meat must be checked for mold (the combination of darkness and bitter temperatures is irresistible to a few arctic molds). Meat can be preserved in this way for about a year.
Negotiating with Iulutiuns
Visitors from elsewhere in the Realms quickly learn that their money is no good in the Great Glacier. As a rule, however, Iulutiuns barter with anyone, and its likely that strangers carry an item or two that the Iulutiuns will trade for. For instance, Iulutiuns trade for any type of food (except vegetables or grain, which they dont have the stomach for); spices and exotic varieties of meat, such as ham and beef, are certain to make their mouths water, or at feast arouse their curiosity. Useful weapons, such as knives and bows, are always needed, as are well-made boots and mittens designed for frigid climates.
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The Nature of Qukoku Virtually all Iulutiuns, however, adhere to an animistic philosophy called qukoku. Though qukoku is not a religion it has no supernatural basis-it functions like one, in that it provides moral guidelines and suggests an order to the universe. Basically, qukoku says that all living creatures share an essence of fife called eaas, that disappears when the creature dies. Eaas makes all creatures individuals in fife, but identical in death. A number of basic principles derive from this philosophy, which Iulutiuns use as standards of personal conduct:
Other desirable items include oil, lamps, candles, rope, and sewing needles. Among the items usefess to Iulutiuns are paper and ink (they dont write), thieves tools (theres nowhere to use them), saddles and halters (no horses), armor (too clumsy, though a clever salesman might talk an Iulutiun into using chest plates for trays and helmets for pots), and perfume (too foulsmelling). Remember that Iulutiuns have limited interest in gold pieces or gems. All trades must be for merchandise of equivalent value, negotiated upwards or downwards as the situation dictates. For reference, heres a fist of various Iulutiun goods and the value in currency. Item 1 small fish 1 lb. seal meat 1 lb. caribou meat 1 lb. tirichik meat caribou hide parka kayak dog sled sled dog kupuk
Since no ones eaas can truly be known, no person can truly be said to be the superior of another.
Value 5 cp 1 sp 2 sp 5 gp 20 gp 15 gp 50 gp 70 gp 200 gp 1,000 gp
Animals share the same emotions, thoughts, and morals as people, but their eaas compels them to express these characteristics differently. Since people and animals all share eaas, people are the emotional, intellectual, and moral equivalent of animals. Animals therefore deserve the same respect as people. Animals can be killed and used by people only because the eaas of animals dictates their roles in the natural order; just as seals eat fish, men eat seals. Wanton or disrespectful killing, however, promotes disruption; nature rebalances itself by diminishing the amount of human eaas through disease and natural disasters.
Religion The Iulutiuns have no formal religion. Preoccupation with survival has made them a pragmatic people, so they have a hard time believing anything they cant experience directly. Though they honor the memory of their dead, they dont believe in fife after death (What would you do for a body?). They have no interest in creation theories (The world was always here. Where else would it be?), nor do they believe in the existence of gods (Where do they five? In the sky like birds? In the sea like fish? This is nonsense.). A few priests exist among the Iulutiuns, including believers in Chauntea (called Pahluruk by Iulutiun priests), Ilmater (called Ayuruk), and even Auril (called Saukuruk). But such folk are few and far between, tolerated as eccentrics by the general populace.
Qukoku Rituals Since qukoku is a philosophy and not a religion, there are no formal services. However, Iulutiuns observe a number of qukoku rituals intended to celebrate the unity of nature and reinforce respect for fife. Utqukoku. An adult friend of the parents presents the child a small charm carved from bone or wood in the form of an animal, such as a seal or polar bear. The charm has no supernatural or magical properties; rather, it symbolizes a trait associated with the animal that the friend and the parents hope the child will embody when he or she grows up. The following are some typical charms and the traits they represent.
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Utqukoku Charms Charm Kupuk Polar Bear Seal Dragon Caribou Fox
volves the respectful disposal of skulls. Animal skulls that arent used for practical purposes, such as bowls or cups, must be buried in a deep pit or thrown into the sea. Opoqukoku applies not just to domestic or butchered animals; should an Iulutiun discover an animal corpse in the wilderness, she is required to properly dispose of the skull. Iulutiuns take this ritual seriously; in some villages, opoqukoku violations are punished by execution. Equkoku. This ritual honors dead people, but can also be staged to honor animals that arent eaten, including loyal pack animals, pets, and even game animals that earn an Iulutiuns respect (for instance, a hunter may choose to stage an equkoku for a polar bear that put up an exceptionally courageous struggle, or for a seal who died giving birth to a large litter). Equkoku involves a feast where the deceased is the guest of honor, Only the immediate family attends the feast; in the case of a game animal equkoku, the hunter and a handful of invited friends attend. The body is placed on a slab of ice blocks, then covered with skins (for warmth). A lamp is placed near the head (so the deceased can see), and a bowl and cup laid at his side (so the deceased can eat). Its understood that these are symbolic gesturesthe family doesnt really believe that the deceased needs warmth, or can see or eat-but they help comfort the family in their time of loss. Interment customs vary from village to village. Some villages bury their dead, some burn the corpses, some tie the bodies to weighted rafts and sink them to the bottom of the sea. All villages, however, maintain cemeteries filled with equkoku totems. When a person (or honored animal) dies, a family member (or hunter) carves a totem from a 3-foot length of wood or bone. The totem is a cylindrical shaft with a knob on the top, shaped to look like the deceaseds head. Since not all Iulutiuns are skilled sculptors, some totem heads are understandably crude, but each features an identifiable detail such as braided hair, a scar, or chubby cheeks. Totems are arranged in even lines, spaced about a foot apart. Equkoku cemeteries contain no bodies.
Trait Loyalty Courage Playfulness Strength Serenity Patience
The child keeps his utqukoqu charm pinned inside of his parka sleeve or clipped to his belt at all times. As the child grows up, the friend who gave him the charm teaches him special songs associated with the utqukoqu animal and offers behavioral guidance associated with the represented trait. For instance, if the child received a seal charm, the friend shows the child how seals alternate periods of hunting with periods of play, demonstrating that both work and recreation are vital to a balanced life. A child with a fox charm is taken into the wilderness and shown how a fox waits quietly for hours on end for its prey to appear, demonstrating the benefits of patience. Liqukoku. In the qukoku philosophy, the new year begins on the first day of spring. A liqukoku ritual is held to honor the killing of the first caribou, the first seal, and the first polar bear of the year; each species merits its own liqukoku. A liqukoku consists of the following elements: The hunter hangs the animal skin on the liqukoku pole (a 10-foot-pole of bone or wood in the center of the village). The skin hangs for a week. During that time, all adult villagers pay their respects by bowing to the skin. The hunter makes a mask of animal hide (any animal will do; seal and caribou hides make the best masks) representing the animal she killed. She wears the mask for a week. The hunter is not allowed to eat that particular type of meat for a month if the animal was male; if the animal was female, the hunter cant eat that type of meat for two months. Opoqukoku. Iulutiuns believe that the eaas resides inside the skull. The opoqukoku ritual in-
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her entire body, indicating that she has become an anagakok. A new anagakok retains all the spell-casting ability she had previously, and also acquires all of the following special abilities and penalties:
Magic As is the case with priests, wizards are in short supply in the Great Glacier. Because Iulutiuns devote most of their energy to survival, they dont have time to spare for academic pursuits, including the study of magic. Teachers are scarce, as are spell components. Still, a few Iulutiuns manage to master the art of magic, and most villages of 200 or more have a wizard or two in residence. But since Iulutiun wizards seldom achieve a level higher than 1st, they are not particularly powerful and their status is correspondingly low. Most function as entertainers and fortune tellers, though the rare higher-level wizards make valuable additions to hunting parties. Iulutiun wizards tend not to specialize, but those that do concentrate in the schools of abjuration, enchantment/charm, invocation/evocation, and greater divination. Few specialize in illusion or necromancy, since illusion spells are of limited use in the harsh climate of the Great Glacier and necromancy spells violate the spirit of qukoku.
Regardless of terrain, she can locate enough food to feed herself and a number of companions equal to her level (a 3rd-level anagakok can find food to feed herself and three others). She can use this ability once per day. The anagakok can cast a special good fortune spell on herself and a number of companions equal to her level, causing all opponents of those under the spells effect to suffer a -1 penalty to their attack rolls. The anagakok can cast this once per week by concentrating for one round and pointing at the recipients; the spell is innate and doesnt have to memorized, nor does it count against her normal spell limit. The spell lasts for a number of turns equal to the anagakoks level. Her fur gives her total immunity to the effects of cold. She no longer must wear clothes designed for arctic weather (most anagakok wear loose leather tunics). However, she suffers normal damage from cold-based spells and other magically-generated cold effects (such as a white dragons breath weapon).
The Anagakok The anagakok is a type of wizard unique to the Great Glacier whose innate survival skills are especially useful to the Iulutiuns. Soft-spoken and reserved, anagakok seldom achieve leadership status, but they are excellent advisors and explorers; a hunting party undertaking a long expedition isnt complete without an anagakok. An anagakok begins life as an ordinary mage or specialist. When the supplicant reaches middleage, the wizard petitions an elder anagakok to share her secrets. The elder assigns the wizard a task to test her character, such as locating a reclusive animal or fetching a sample of a rare plant. If the wizard completes the task, the elder takes her on as an apprentice, spending the next month instructing her in the ways of the anagakok. At the end of the month, the elder takes the wizard into the wilderness on an especially cold night. They sit in the snow and lock eyes until sunrise. If the wizard makes it through the entire night without freezing to death (about half dont survive), an inch of soft white hair sprouts from
In environments of 100 degrees F. or above, she suffers a -1 penalty to all attack rolls. damage rolls, ability checks, and saving throws. Because of their unusual appearance, anagakoks suffer a -2 reaction penalty from all nonUlutiuns (Iulutiuns, Nakulutiuns, and Angulutiuns react normally). Shaving the fur does no good: it all grows back within a day.
Player Character Anagakok
With the DMs consent, player character mages and specialist wizards can attempt to become anagakok. But it isnt easy. The would-be anagakok must meet the following requirements: He must be human.
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The Angulutiuns
He must be at least 40 years old. He must have a Constitution of at least 13.
The Angulutiuns are a nomadic people whose fate is inexorably linked to that of their caribou herds. The caribou supply all the needs of the Angulutiuns, including meat to eat, milk to drink, and hides to wear. When the caribou flourish, so do the Angulutiuns. When the herds suffer, Angulutiuns die. Angulutiun tribes seldom exceed a few hundred members, the largest being the Hupiik Angulutiuns with a population of 800. All tribes maintain their own caribou herds, which range in number from a few dozen head for the smaller tribes, to the Hupiik herd of nearly 3,000. The larger tribesthose with at least 200 membersmaintain permanent villages, mainly in the northern and eastern sections of Angalpuk where the forests are thickest. These villages are called skotuk, a term referring to both the human residents of the villages and their caribou. A migrating herd and their human herders is called the iskotuk; the group of humans and animals left behind when the iskotuk migrates is called the aiskotuk. Angulutiuns spend the winter in their villages, when freezing temperatures and layers of thick permafrost make it difficult for caribou to graze. During that time, the herds remain in the woods, surviving on whatever vegetation they can scrape from beneath the snow. Migration begins in the spring and continues throughout the rest of the year; one complete migration-that is, the period from early spring through late fall when the herd is away from the skotukis called an ikili. During an ikili, the herd wanders across the plains of Angalpuk, grazing on weeds and lichen, moving about 10-20 miles per day. Meanwhile, the skotuk is nearly deserted, except for mothers with young children, the elderly, and the infirm. Most able-bodied men and women travel with the herds, fending off predators and steering the caribou to plains and hills where the permafrost is relatively thin. Calves are born in summer, requiring more work from the herders, who must care for the new animals (for instance, force-feeding calves that wont nurse) and brand them (by clipping pat-
A qualified wizard must seek out an instructor anagakok in an Iulutiun village (assume every village with a population over 200 has one). If he finds one, and the instructor agrees to take him on as an apprentice (that is, if the DM agrees), his training includes the following steps: 1. The instructor gives the wizard a task to complete; for instance, he might ask the wizard to bring back a few pounds of spark stones from the Novularond, or count the number of eggs in a white dragons lair. 2. If the character completes the task, he must spend an uninterrupted month in the village, listening to the instructors lectures. If the adventurer abandons the village for even a day, he must begin his training again. 3. After a month of lectures, the instructor waits for an evening when the temperature falls to at least -50 degrees F. He takes the character into the wilderness, where he must remove his winter clothing (he can keep on a light shirt and one pair of trousers, but winter boots, gloves, and coats arent allowed). The character sits in the snow, holding the instructors hands, and staring into his eyes. The instructors gaze and touch provides some-but not complete protection from the cold. The adventurer must remain in this position for 10 hours. Every two hours, the wizard must make both an Intelligence check and a Constitution check. If he fails an Intelligence check, hes lost his concentration; the training is over. If he still wants to be an anagakok, he must start again with Step 1. If he fails a Constitution check, he takes 2-12 (2d6) hit points of damage. Raining can be abandoned at any point (for instance, he might abandon it if he thinks one more failed Constitution check will kill him); if he does, he must start again at Step 1 if he still wants to be an anagakok. 4. If the character passes all of his Intelligence checks and doesnt die from failed Constitution checks, he sprouts fur and acquires the abilities and limitations of an anagakok. Lost hit points are recovered normally.
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tive, and optimistic villagers to be iniagok. Angulutiuns promote communication and peaceful relations by observing koatulit, sukkiruchit, and tupa, much like their Iulutiun neighbors. Koatulit guests are invited to travel with the iskotuk, though some opt to stay with the aiskotuk. Iniagok are popular koatulit guests, since they are sources of new stories and dances. In recognition of the Keryjek Wars, many koatulit involve the exchange of residents between Iulutiun and Angulutiun villages. Sukkiruchit, on the other hand, are held exclusively in Alpuk; there arent any skotuk large enough to host such elaborate festivals.
terns in the ear, or carving grooves in the hooves). In the fall, the herds begin the long journey home. Breeders are sorted from the meat animals. The meat animals are slaughtered, the breeders retire to the woods, and another cycle of seasons comes to an end. Physically, the Angulutiuns are indistinguishable from the Iulutiuns, except their skin is slightly darker. The Angulutiuns arent as trusting as the Iulutiuns, most likely because of lingering memories of the Keryjek Wars, which started with a surprise Iulutiun invasion. Still, strangers who are friendly and patient with the Angulutiuns find them to be honest, dependable, and virtuous.
Laws Angulutiuns maintain order by honoring custom, not written law. Customs are intended to promote families and minimize conflict. Angulutiun customs regarding child care, marriage, inheritance, ukeu, and hunting are similar to those of the Iulutiuns. Unlike the Iulutiuns, Angulutiuns observe strict social rankings, and they are expected to honor and defer to those of higher status. Status rankings follow a rigid order: 1. Pimataung 2. Kiam 3. Tuiskotuk (adults who have participated in more than one ikili) 4. Ituiskotuk (adults who have participated in more than one ikili, but who are unable to participate in any more; ituiskotuk includes mothers with infants, the elderly, and the infirm). 5. Aituiskotuk (adults who have participated in only a single ikili) 6. Iniagok (if the iniagok has participated in a single ikili, his status is increased to aituiskotuk; if the iniagok has participated in more than one ikili, his status is increased to tuiskotuk) 7. Kaituiskotuk (those who have yet to participate in an ikili, including children) 8. Ukeu Angulutiuns consider status violations extremely offensive, on par with theft or assault. Status violations, directed at a person of higher rank by a person of lower rank, include insults, failure to comply with requests, and failure to offer assistance. Persons guilty of status violations
Social Order Like the Iulutiuns, Angulutiuns have no formal governments. Each skotuk is a self-contained unit responsible for regulating the behavior of its members. Larger shotuk maintain five-kiam iquemelum chosen by consensus. During an ikili, three kiam travel with the iskotuk, while two kiam remain with the aiskotuk. There are two officials unique to the Angulutiuns: Pimataung. This is an elderly man or woman whos participated in at least 20 ikili. The pimataung travels with the iskotuk and makes all decisions regarding herd maintenance and management. She decides the route, when its time to move out in the morning and stop for the night, and whether an injured caribou must be destroyed. The most respected member of a skotuk, the pimataung is nominated by the iquemelum, then approved by a voice vote of all adult villagers. A pimataung holds the office for life, or until illness or injury forces retirement. Iniagok. The Angulutiun equivalent of a morale officer, the iniagok is responsible for organizing recreational activities, composing songs and stories, and generally keeping spirits high. Most skotuk have two iniagok; one travels with the iskotuk, the other remains with the aiskotuk. The iquemelum selects the most outgoing, crea-
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Angulutiuns are willing to pay to keep the peace.
may make appeals to the iquemelum, but in absence of overwhelming evidence in favor of the accused, the iquemelum almost always rules for the person of higher status. Other customs provide ethical guidelines specifically for iskotuk. For instance:
Architecture Angulutiun villages consist of clusters of singlefamily snowhouses, a few multiple-family snowhouses, quaggi for feasts, and ukujik for butchering animals. The iskotuk build temporary snowhouses during ikili, but snow of sufficient density isnt always available; the permafrost plains that make for good grazing arent always thick enough to make snow blocks. For that reason, the iskotuk carry folding tents called rissik. A rissik consists of from four to eight ribs, 3-5 feet long. Leather cords secure skins to the ribs. The rissik opens like an umbrella, the ribs imbedded in the ground, forming a dome-like tent with a flat roof. When not in use, the rissik collapses into a bundle. A bundled rissik is relatively light in weight; an adult caribou can easily carry a half-dozen. Rissik ribs are made of thin, flexible lengths of wood or bone. The covering consists of two layers of caribou skin. The skins are arranged so that the furry sides touch each other, creating a pocket of air; the pocket of air stays warm to provide extra insulation. The skins are stretched as tightly as possible over the ribs to make sure the air pocket remains open. Pitching a rissik involves the following steps: 1. Select a campsite. The worst sites are those in areas of freshly fallen snow, or next to hills or mountains. Snow can drift from a bank or blow off a mountain to completely bury the rissik during the night. At best, the camper must spend the morning digging himself out; at worst, he risks suffocation. The best sites are in forests or on thick ice, where drifting isnt as much of a problem. 2. Dig rib holes. These should be about four to 6 inches deep, slightly wider than the diameter of a rib. Usually, a knife or hukek (a spike made of bone) is sufficient to dig holes, but if the ground is especially hard, the tool may have to be heated first. Some Angulutiuns carry a tool called a tihukek, a hollow bone which is placed upright on the ground where the rib hole is to be dug. The camper pours a little boiling water into
l All members of an iskotuk must obey the orders of the pimataung even those from different iskotuk. l Each iskotuk has its own brand, called a wakiak. All caribou must wear their iskotuks wakiak on their hooves or ears. Once applied, no one may alter or otherwise tamper with a caribous waakiak. l Wild caribou encountered during an ikili must be checked for wakiak. Caribou with a wakiak must be returned to the iskotuk from which they wandered. If the iskotuk of a lost caribou cant be located, the finder must care for the caribou until the next sukkiruchit, where he is to inform the ahtsukk. If the true owner fails to claim the lost caribou at the sukkiruchit, the finder may keep it.
Each iskotuk is allowed a favored pasture, called an ujju an area of roughly 10 square miles. Pimataung inform one another during the annual sukkiruchit of their ujju intentions for the coming year. Iskotuk claim their ujju by marking old horns (which caribou shed annually) with their wakiak and scattering them over the pasture area of their choice at the beginning of a new ikili. The claim is valid for one full year. Other iskotuk may pass over an ujju but may not graze there. Exceptions are made for emergency grazing and honest mistakes. Angulutiuns guilty of any violationincluding assault, theft, and hunting and status violations are punished by death, usually by stoning or drowning. Iskotuk violators are left to die of exposure. Because punishment is certain, crime is minimal; the thought of being abandoned on a freezing plain in the middle of nowhere is enough to make an iskotuk herder think twice before tampering with a wakiak. Innocent parties are occasionally executed, but its a price the
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into the interior. Finally, snow, loose dirt, and ice chunks are piled against all four sides until it forms a layer about 5 feet thick at the bottom and a foot thick near the top. If the roof is strong enough, the camper piles dirt and snow on top to a depth of about 6 inches; if the roof is weak, he must make do with more branches and a thinner layer of snow. He leaves a small opening on the roof for ventilation, then enters the minikitak by crawling through the tunnel. Viit. This is a type of make-shift rissik, used for emergencies or when there arent enough regular rissik to go around. To construct a viit, the camper locates a pair of flexible branches about 7 or 8 feet long. He secures both ends of one branch in the ground to form an arc, then secures the second branch perpendicular to the first, forming the frame of a dome. He wraps a long cord around the bottom of the frame so the branches dont snap up, then covers the frame with whatever skins and blankets are available. He piles a few inches of snow around and on top of the frame (not too much; this type of frame cant support much weight), leaving an open space for a doorway and a hole near the top for ventilation.
the tihukek which thaws the ground, making it easier to dig. 3. Secure the ribs. Unfold the rissik, insert the ribs in the rib holes, and smooth out the covering. Pack the holes with snow, then pour water over the packing. The water freezes the ribs in place. 4. Build a windbreak. Even on open plains, campers risk being buried by drifts, especially if it snows during the night. To prevent this, the camper should build a windbreak about 6 feet away from his rissik, facing the direction of the wind. The windbreak should be a wall of snow or ice about 2-3 feet tall, forming a 180 degree arc. The windbreak is doused with water to freeze and strengthen it. 5. Check the roof. A separate section of skin, called a sarissik, serves as the roof of a rissik. The sarissik must be secured to the top edge of the rissik with leather cord, leaving an opening a few inches wide for ventilation. 6. Construct a bed platform. Rissik bed platforms, made of ice blocks and covered with skins, are identical to those in snowhouses. If ice blocks arent available, snow or branches can be used. 7. Light a lamp. Light a small lamp or cooking pot of blubber inside the rissik to warm the air. To prevent sparks from igniting the walls, the fire must be covered with a uliririssik, a bowlshaped lid of bone or stone perforated with holes. Though rissik arent as warm as snowhouses, the interior of a well-constructed rissik can be as much as 30 degrees warmer than the outside.
Clothing Angulutiuns wear layered snow suits similar to those of the Iulutiuns, made almost exclusively of caribou hide. Because the iskotuk spend a lot of time on foot, they pay special attention to the design of their boots, lining them an extra layer of soft fur (usually rabbit or fox) and covering the bottom with a scraped and notched layer of caribou hide for extra traction. Where Iulutiun parkas are rounded, Angulutiun parkas come to a point on top; this is a cultural preference with no particular significance.
Other Structures Minikitak. In areas of thin permafrost and plentiful vegetation, iskotuk construct temporary houses of wood and earth called minikitak using many of the principles of snowhouse design. Construction begins by securing four wooden poles in the ground to form a square, then placing branches across the top. More branches are leaned against the frame to make walls, and balanced on the top to form a roof. The camper then digs a tunnel outside the house that leads
Transportation Angulutiuns dont travel much by water-there are few sizeable lakes or streamsbut travel extensively on land; an Angulutiun may journey more than 1,000 miles during an ikili. Special sleds facilitate land travel; a few sleds use dogs
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Hunting
and kupuk, but most are pulled by caribou. Jakerek. The most common type of caribou sled, the jakerek is designed for one caribou and a single passenger. Comparable to an Iulutiun ikaap, the jakerek is a 5-foot-long platform of wood or layers of dried skins with a long cord connecting the platform with the caribou. The rider sits on the platform with his legs extended. A vertical board covered with fur provides a backrest. Uhkerek. This transport sled is similar to a jakerek, but about twice as large, using two caribou as pullers. The platform is box-shaped, the sides about 3 feet high. Seal skins cover the bottom of the platform, greased with blubber to reduce friction. Uhkerek usually haul supplies, but can also be used to carry up to three passengers. Lakerek. The fastest caribou sled, a lakerek resembles a kayak with reins. One passenger squeezes herself in the opening in the top of the sled, which is made of dried skin stretched over a wooden frame, The passenger holds a long pole called a pilakerek to provide balance. All caribou sleds use the same type of harness, consisting of a hide collar around the animals neck connected to a leather cord that runs beneath its stomach. The cord loops through a hole in the front of the sled, where its secured in a tight knot. A leather rein attaches to the antlers. Some sleds have an extra caribou or two tied behind them. The extra caribou are used to relieve the lead caribou and also to prevent the sled from getting ahead of the lead caribou when going down inclines. Caribou dont make good pack animals because they wont tolerate heavy loads on their backs; pile on more than 100 pounds, and a caribou refuses to move. Still, caribou make themselves useful in villages by transporting small amounts of food and other supplies from house to house, giving rides to children, and even serving as babysitters; babies rest in fur-lined baskets secured across a caribous back with leather straps. They are gently rocked to sleep while the caribou wanders around the village.
Because Angulutiuns get most of their food from animals they raise themselves, they dont do as much hunting as the Iulutiuns, and consequently their hunting skills arent as sharp. The Iulutiun inuksuk technique for hunting caribou was originally developed by the Angulutiuns, though the Angulutiuns rarely use it themselves. Many Angulutiuns, however, are reasonably good marksmen, using bows and spears to hunt birds, fox, and other small game. A typical Angulutiun hunting party is armed as follows: 50% bows (used mainly with ekaa), 25% spears, 15% ritik, 5% luqu and harpoons (assortment of unungak, artengak, and naulagak), and 5% garnok. About 50% of the hunters also carry iuak.
Food Virtually every day of their lives, Angulutiuns eat caribou meat-boiled, stewed, smoked, dried, or raw. Fish, birds, deer, and other game sometimes supplement the meals, but caribou remains the staple. Angulutiun chefs soak caribou hide in boiling water to make broth, and crack open bones to get the marrow, which is eaten raw or added to soups. Caribou milk, thick as cream and sour-tasting, is drunk directly, made into cheese, or mixed with snow to make a treat for children.
Economics Gold and gems arent valued by the Angulutiuns, whose economy is based on trade. Caribou effectively function as currency: a caribou calf has a value of about 100 gp, a mature caribou about 200 gp, and a proven male breeder is worth 2,000 gp or more. Caribou trade is brisk among skotuk, as is trade in clothing, sleds, and tents. Trade with the Iulutiuns usually takes place during sukkiruchit, as business meetings are hard to arrange during ikili.
Religion and Magic Angulutiuns adhere to the principles of qukoku,
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but with so much time devoted to raising caribou, they place less emphasis on qukoku rituals than the Iulutiuns. For instance, liqukoku feasts are seldom held, while fewer than half of Angulutiun children receive the utqukoku ritual. Opoqukoku and equkoku, however, are observed meticulously, as the Angulutiuns share the Iulutiuns respect for the dead. A ritual unique to the Angulutiuns is the taatquoko, a celebration held at the beginning of each new ikili. All adults gather with the herd outside the skotuk, clapping and singing as the tuiskotuk don taatquoko masks and perform a special dance. The taatquoko masks have two faces connected by hinges; the outer face resembles a caribou, the inner face, that of a human. Flipping the masks back and forth symbolizes the bond between caribou and humans. Anagakok are scarce among the Angulutiuns; there may he one or two in skotuk of 200 or more residents. Anagakok usually accompany the iskotuk on ikili. The few Angulutiun priests tend to be devotees of Ilmater (called Itishikopak by the Angulutiuns).
The
dated. Food is always at a premium. Villagers fall prey to starvation, disease, and predators. White dragons and frost giants who share the Nakvaligach mountains terrorize villages with periodic raids. Compared to the Nakulutiuns, Iulutiuns and Angulutiuns live lives of privilege and comfort. Unlike the Iulutiuns and Angulutiuns, the Nakulutiuns are deeply religious. Their devotion, however, is directed to a god that the Iulutiuns and Angulutiuns dont believe exists. The ancestors of the Nakulutiuns interpreted the writings of Ulutiu as sacred truth; their faith is based on the belief that Ulutiu will someday rise from the depths of the Great Glacier to reclaim the faithful and punish the heathens. Beyond this basic tenet, however, the Nakulutiuns havent been able to agree about much else; each settlement has its own prayers and its own interpretation of Ulutius holy commandments, which accounts for much of the Nakulutiuns distrust of each other. Physically, Nakulutiuns are identical to other Ulutiuns, though because of their squalid living conditions, they tend to be hollow-eyed and thin. Nakulutiuns are sullen, withdrawn, and softspoken. Their first inclination when encountering strangers is to run; their second is to attack and kill, especially those whom the Nakulutiuns consider to be unredeemable blasphemers. Nakulutiuns have no interest in proselytizing thats up to Ulutiu himself-but they demand respect for their beliefs.
Nakulutiuns
The Nakulutiuns are the smallest and most reclusive of the Ulutiun races, living in tiny, isolated settlements in the most rugged areas of Nakvaligach. There are only a few thousand Nakulutiuns in all, and settlements of more than 100 are rare; Kresttet, with a population of about 300, is by far the largest. The Nakulutiun distrust of strangers borders on paranoia. They keep to themselves, remaining within a few miles of their settlements and seldom venturing out of Nakvaligach. Not only are the Nakvaligach suspicious of outsiders, they are distrustful of each other. Though conflicts between villages sometimes flare into violence, such incidents are rare and brief. Living in the harshest region of the Great Glacier, the Nakulutiuns must devote all of their time and resources to survival; even war is a luxury. Nakulutiun villages are miserable places. With chronic shortages of skins and building materials, the people look shabby, the homes dilapi-
Social Order Nakulutiun villages are autocratic. Each has its own ruler called the urit whose word is law. Two or three lieutenants, called yaaurjt, enforce the urits orders. A urit can be either male or female, but is always a priest of 2nd level or higher (in smaller villages, 1st level priests sometime serve as urits). A urit selects her own successor when she reaches the age of 50, usuallybut not alwaysone of her yaaurit. Should the urit die before she turns 50, the oldest yaaurit automatically becomes the new urit. Though her edicts are often harsh, even cruel, the urit is rarely motivated by self-interest. She
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No fires can be lit outside.
sees herself as a humble servant of Ulutiu, doing her best to interpret Ulutius will and carry it out. Since residents believe that the urit receives guidance directly from Ulutiu, they are compliant and uncomplaining, which makes for an orderlyif somewhat staid-society. As interpreted by most urit, the edicts of Ulutiu comply closely with the social customs elsewhere in the Great Glacier. Rules of conduct regarding family life, personal property, and hunting rights are similar to those of the Iulutiuns. The Nakulutiuns maintain rigid social rankings like the Angulutiuns, and status violations are considered punishable offenses. Nakulutiun status rankings, from best to worst, are as follows: 1. Urit 2. Yaarurit 3. Married or widowed adults (men and women have equal status) 4. Unmarried adults 5. Children 6. Ukeu The Nakulutiuns also have a special set of edicts called kaiurit that vary from village to village and change from year to year. On the first day of spring, the urit calls an assembly of the entire village (called an iurit) and declares that the kaiurit for the previous year are no longer valid. He then announces the coming years kaiurit, consisting of two or three new rules of conduct that the villagers are expected to follow, Exactly how a urit determines the years new kaiurit remains a matter of speculation. Its known, however, that for a month prior to the iurit, the urit spends each evening in isolation, praying and meditating. Whether kaiurit come to the urit in dreams or visions, or whether he makes them up himself based on his best guesses of Ulutius desires, the kaiurit are understood to have a divine basis. To outsiders, kaiurit seem baffling and arbitrary, but to the Nakulutiuns, they are sacred and indisputable. Heres a list of typical kaiurit. The last two are especially disruptive:
The status ranking changes; for instance, ukeu are ranked just above married adults, or married women are ranked higher than married men. A certain species of animal, such as polar bears or ice toads, cant be hunted or killed for any reason. One of these animals is kept in a pit in the center of the village. Villagers are required to keep it fed and happy, and must bow as they pass. All adults must wear a painted symbol, such as a moon or a bird, on their foreheads at all times. Citizens are forbidden to wear a particular fur, such as fox or wolf. At sundown, each adult must toss a handful of meat into a crevrasse as an offering to Ulutiu. Citizens are forbidden to look at the urit. Citizens are forbidden to cut down trees within a 5-mile radius of the village. A policy of jyykach takes effect; all heathens are to be killed on sight. According to jyykach, heathens are defined as all non-Nakulutiuns. A policy of vaakach takes effect, where a particular syllable of a name is declared sacrilegious. All residents with the vaakach syllable must undergo ykulutik (trial by ordeal, see below), as must all strangers with the syllable. (For instance, if the vaakach is um, those named Ekum, Umpak, and Rinum Starshaker all must undergo ykulutik.) As with the Iulutiuns and Angulutiuns, punishment is swift and certain in Nakulutiun villages, but it isnt necessary fatal. All Nakulutiun crimesincluding status and kaiurit violations-are subject to ykulutik, a form of punishment where Ulutiu determines guilt or innocence. Simply put, if the accused survives the ykulutik, its assumed that Ulutiu found him innocent; if he dies, he must have been guilty. Ykulutik varies from village to village, but the most common forms include:
Citizens are forbidden to eat fish.
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with two other structures unique to Nakulutiun culture:
Akykulutik. The accused is sealed in a cave with a polar bear, wolf, or other predator. If the accused kills the predator or escapes, hes innocent. Huykulutik. The accused is tied to a tree. The villages best archer, as determined by the urit, paces off a number of steps equal to the number of vertebrae in a fish (caught by a yaaurit). The archer gets one shot; if he misses, the accused is innocent. Reykulutik. The accused is placed in a 10foot-deep pit. A small bird in a cage is placed beside the pit. The cage door is opened. Five men pelt the accused with rocks or ice chunks until the bird flies away; if the accused survives, hes innocent. Ipipykulutik. The accuseds hands are tied behind his back and a long cord is tied to his feet. The cord is secured to the edge of a crevasse, and the accused is dangled inside the crevasse, head first for a full day. If the accused escapes or survives, hes innocent. Nakulutiuns dont participate in koatulit or sukkiruchit, nor do they practice tupa.
Biknach. Used for meat storage, a biknach consists of four stone pillars, a wooden platform resting atop the pillars, and stone walls forming a square building atop the platform. The elevated biknach discourages animals from getting to the stored food. Ugunach. The ugunach is a 1-foot-wide stone stairway of five steps, ending at an open square platform about 3 feet per side. Nakulutiuns stand on the platform to offer prayers to Ulutiu. Ugunach are usually constructed near the perimeter of a Nakulutiun village, but may be as much as a mile away. Travelers discovering a ugunach can be sure that a Nakulutiun village is nearby.
Clothing Nakulutiun parkas, trousers, mittens, and boots resemble Iulutiun clothing, except that fox, wolf, and bear skin are used instead of seal or caribou. Nakulutiun parkas are rounded like Iulutiun parkas.
Architecture
Transportation
Most Nakulutiuns live in snowhouses similar to those of the Iulutiuns. In some mountainous sections of Nakvaligach where the permafrost is thin enough to give easy access to the rocks below, Nakulutiuns build houses of stone called ceenach. Ceenach are constructed like snowhouses, except that stones are used instead of ice blocks. Stones arent cut to shape; builders use whatever stones they can find, stacking them to form walls and using snow to fill the cracks. The floor plan of a ceenach resembles that of a snowhouse, complete with a tunnel entrance, bed platforms, and wall linings (the corners of skins are poked between the rocks and plugged with snow). The roof, however, is flat, not domeshaped, covered with branches and a layer of snow. Windows are usually made of stretched skin instead of ice; seal intestines, translucent and durable, make good window panes. In villages with ample supplies of stone, Nakulutiuns construct stone quaggi and ukujik, along
Since Nakulutiuns seldom stray far from home, they dont have much use for land or water vessels; when they want to go somewhere, they walk. Larger Nakulutiun settlements have a few dog and kupuk sleds, and kayaks arent unusual for settlements near the Uppuk River. Because of Nakvaligachs rough terrain, caribou sleds are impractical.
Hunting and Food Nakulutiuns must hunt constantly for food, which is always in short supply in the barren mountains of Nakvaligach. There are no seals, and caribou are hard to come by, forcing Nakulutiuns to make do with whats available. Deer, birds, fish, and polar bear are eaten boiled, dried, or raw. By necessity, Nakulutiuns have become skilled hunters, particularly with bows and garnok, the weapons of choice for bringing down birds and
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prayer-giver covers her eyes with her hands and turns his head to the sky, remaining silent for about a minute).
fleet-footed deer. A typical Angulutiun hunting party carries the following weapons: 40% bows (using a mix of ekaa and trukaa), 40% garnok, 10% spears, 5% ritik, and 5% iuak.
Villages or 100 members or less have two or three priests, rarely higher than second level. In villages of 100 or more, as many as 5% of the population are priests; about half are second level or higher. Nakulutiun priests are similar to normal clerics, except they have major access to all spheres other than elemental, necromantic, plant, and sun; they may not cast spells from these spheres. All Nakulutiun priests are followers of Ulutiu; no other faith is tolerated. Urit are always fourth level or higher priests; yaaurit are at least second level. Urit have the following granted powers:
Economics Nakulutiuns dont use currency, and with few exceptions, trade is confined to residents of the same village. Certain kaiurit allow trade with outsiders, though on occasion, an urit overrides an existing kaiurit that prohibits trade with strangers if the strangers carry goods that the village needs.
Magic and Religion All Nakulutiuns are followers of Ulutiu. Their ethos encompasses principles similar to those of qukoku, with a few differences:
Total immunity to the effects of cold, including cold-based spells and other magicallygenerated cold effects (unlike the hair-covered anagakok, the urit retains his normal appearance).
No person is the superior of another, with the exception of the urit and yaaurit, who are Ulutius representatives in this world.
Laying of hands, similar to the paladin ability, except the urits touch causes damage instead of healing (2 points per level; victims who successfully save vs. spells suffer half damage). The ability may be used once per day. Wizards are considered blasphemous; the few wizards existing in Nakulutiun villages keep their abilities to themselves. Anagakok are unknown in Nakulutiun society.
By decree of Ulutiu, animals share the same emotions, thoughts, and morals as people. For reasons of his own, Ulutiu compels animals to express these characteristics differently. Because animals are children of Ulutiu, they must be respected. Disrespect of animals risks the wrath of Ulutiu. People and animals have a life essence called pokulu. When they die, their pokulu passes on to Ulutiu and becomes part of him. Nakulutiuns dont follow the Iulutiun qukoku rituals, with the exception of opoqukoku (which the Nakulutiuns call wypokulu) and equkoku (called yupokulu) to ensure safe passage of the pokulu. To remain faithful to Ulutiu, his followers are required to observe the following tenets:
If a traveler becomes wet, he should dry himself immediately near a fire to prevent chilling. If a fire is not available, he can dry his clothes by wearing them; his body heat dries the clothes in about two or three days, providing he remains indoors and stays standing as much as possible. Contact between clothing and another surface, such as the ground, inhibits drying. If removed and not exposed to fire, wet clothing can take up to three weeks to dry. Palus Frohm
Obey the urit and yaaurit. Follower the kaiurit. Offer a silent prayer to Ulutiu three times per day (usually at dawn, midday, and sunset: the
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Part Four: Flora and Fauna
Caribou
The young of most animals are indifferent to men. It is experience that teaches them fear. Inum
The caribou is a type of wild deer found mainly in the plains of Angalpuk. Angulutiuns maintain herds of a thousand or more caribou, which provide nearly all of a tribes food and clothing. Wild caribou also roam the hills and mountains of Alpuk and Nakvaligach, but these herds seldom exceed a hundred head. Caribou meat is a favorite among all Ulutiuns, as is caribou hide, a versatile material for making parkas, tents, and sleds. A caribou resembles a cross between a reindeer and a moose, with arching antlers, wide hooves, a long snout, and a thick coat. Caribou of the Great Glacier are usually brown or gray, but white caribou have been seen grazing near the southern mountains of the Angsaas Chain. An adult caribou weighs 600 pounds or more, and stands about six feet high from hoof to head.
Compared to the rest of the Realms, the animal and plant life of the Great Glacier is extremely limited due to the frigid temperatures and the sameness of the habitats. There are no reptiles or amphibians, no insects to speak of (aside from some tiny aquatic spiders and a few robust types of cockroach), and a limited variety of birds and fish. Elves, gnomes, and halflings are unknown. Only the hardiest species have been able to adapt to the hostile environments of the Great Glacier; some of the more common are discussed below. Statistics are given for creatures not included in the Monstrous Compendium.
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Caribou eat lichen, shrubbery, and any other type of vegetation they can scrape from beneath the snow and ice. They are among the favorite game of wolves, tirichik, white dragons, and other predators. Docile and skittish, caribou defend themselves with their antlers only when cornered or their young are threatened. (Caribou: Int animal; AL N; AC 7; MV 21; HD 4; #AT 2; Dmg 1-4/1-4; THAC0 17; SZ L; ML 3; XP 120.)
Frost
out the Keryjek Ridge and in the highlands of Alpuk. Unlike their cousins elsewhere in the Realms, the Innugaakalikurit have little interest in mining or crafts, instead devoting themselves to hunting, raising children, andmost importantlyleisure. Innugaakalikurit enjoy long vacations spent roaming the plains and mountains of the Great Glacier in search of new places to sunbathe. (See the Appendix for details.)
Giants
Kupuk
Several small colonies of frost giants exist in the Novularond, a typical colony seldom consisting of one or two dozen giants. Hateful and suspicious, the giants are hostile to all other races, and are especially belligerent towards anyone trespassing on a colonys territory; unfortunately, a colonys territorial boundaries shift from year to year, subject to the whims of the colonys current jarl or shaman. Certain colonies have been known to claim the entirety of Novularond as their own, a claim inevitably challenged by rival colonies, resulting in territorial wars that can last for decades. The frost giants have a long-standing feud with the Innugaakalikurit stemming from a 1952 weapon theft by the dwarves. The conflict was settled when a contingent of Innugaakalikurit agreed to become the slaves of the giants (descendents of these dwarves are slaves today) but tensions remain high, and occasionally erupt into all-out wars that spill over into Iulutiun settlements in Alpuk. In times of scarce game, frost giants mount expeditions into Alpuk to hunt for tirichik, their favorite meat. If the hunting is poor, the giants raid Alpuk and Nakiialigach villages to steal food and whatever else catches their fancy.
The loyal pack animals of the Great Glacier kupuk (also called walrus dogs) are raised domestically in Ulutiun villages, but packs of wild kupuk are occasionally encountered on the plains of Alpuk and the lowlands of the Lugsaas Chain. Kupuk are valued for their skills as sled pullers and hunters, as well as their affinity for human children. Though wild kupuk defend themselves viciously if attacked, they usually approach strangers with curiosity and openness. Strangers may earn the trust of wild kupuk by feeding them or tickling their tails; befriended kupuk may accompany the strangers for the duration of their journey providing companionship and protection. (See the Appendix for details.)
Remorhaz The tunnels of remorhaz (polar worms) penetrate the entirety of the Tuutsaas, Lugsaas, and Angsaas Chains, a testament to their dominance of the mountain ranges separating the Great Glacier from the rest of the world. Since the remorhaz are eager to feast on trespassers, they serve as unofficial gatekeepers, discouraging natives from leaving the Great Glacier and outsiders from entering. A species of remorhaz unique to the Great Glacier is the Opoboquo remorhaz, found only in the Opoboquo Valley of the Keryjek Ridge. The Opoboquo remorhaz is 10 feet long and light green in color. It isnt big enough to swallow victims whole, nor is its body heat strong enough to melt weapons (though creatures touching its
Innugaakalikurit Aside from the Ulutiuns, the Innugaakalikurit (arctic dwarves) are the only humanoid race native to the Great Glacier. Amiable and peaceloving, the Innugaakalikurit live in modest villages in the Novularond, though a few Innugaakalikurit settlements are scattered through-
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ing any creature entering its waters. Fanged seals are found only in the Lugotak Sea. (Normal seal, scoop seal, chatter seal: Int animal; AL N; AC 6; MV 3, Sw 24; HD 2; #AT 1; Dmg 1-4; THAC0 19; SZ M; ML 8; XP 35. Fanged seal: Int animal; AL CE; AC 6; MV 3, SW 24; HD 2 +2; #AT 1; Dmg 2d4; THAC0 19; SZ M; ML 10; XP 65.)
back protrusions suffer 2-20 points of heat damage). Otherwise, its identical to the normal remorhaz. Angulutiuns hunt Opoboquo remorhaz to make jakerek. The creatures chitinous shell remains warm indefinitely after its death: though the shell isnt warm enough to start fires or heat a snowhouse, it makes a superb frame for a jakerek, as it melts the snow below it, enabling the sled to scoot along a thin layer of water. A jakerek made from a opoboquo shell moves 50% faster than a normal jakerek. (Opoboquo remorhaz: Int animal: AL N; AC overall 0, head 2, underbelly 4; MV 12; HD 5; #AT 1; Dmg 2-12 (bite); SD touching its back protrusions cause 220 points of damage; THAC0 15; SZ L; ML 13; MR 75%; XP 650).
Sled Dogs Sled dogs are valued companions of the Ulutiuns, second only to kupuk as quality pack animals and hunters. Thousands of sled dogs are scattered across the Great Glacier, most of them in Ulutiun villages, with a few living in wild packs of 6-24. There are three types of sled dogs, distinguished by fur color and size. The largest and most common type is the white sled dog, or heteff weighing 100-150 pounds and found mainly in Alpuk. The black sled dog, the okteff, is native to Angalpuk; weighing about 60 pounds, okteff are often trained by the Angulutiuns to herd caribou. The rarest sled dog is the golden-furred mukteff of Nakvaligach, which weighs 80-100 pounds. All sled dogs have short muzzles, bright eyes, and broad black feet. Their fur is several inches thick, enabling them to comfortably withstand the coldest temperatures. They are friendly, brave, and attentive. They are also quite strong; a team of six heteff can pull a sled carrying 1,000 pounds all day long, with only occasional stops to eat and rest. Sled dogs eat any type of animal products, including organs, bones, and fat. Excellent hunters, sled dogs can sniff prey up to 10 miles distant, indicating the type of prey to their human companions by making distinct sounds; a series of short barks indicates small game (wolf or fox), a high, sustained howl indicates larger game (caribou or bear), and low, barely audible growls indicate exceptionally dangerous game (tirichik or white dragons). Sled dogs fight to the death to defend their human companions or protect their pups, attacking with their sharp teeth. (Sled dog: Int semi-; AL N; AC 7; MV 15; HD 2 + 2; #AT 1; Dmg 1-4; THAC0 19; SZ M; ML 10; XP 65.)
Seals Seals thrive in the icy waters of the Lugalpgotak and Nakalpgotak Seas. In any season, they can be seen chasing birds and fish, diving from snow banks, and languishing on icebergs. Seals are the primary game animal for the Iulutiuns, providing meat, blubber, and skins. Great Glacier seals have thick brown fur, small cat-like heads, powerful flippers, and sharp teeth. They live in colonies of 10-100, usually located in coves surrounded by protective walls of ice. Females tend to remain in the coves with their young, while bull seals do most of the hunting for their families. Though playful and passive, angered seals can be quite vicious, attacking ferociously with their sharp teeth. Three unusual species of Great Glacier seal are the scoop seal, the chatter seal, and the fanged seal. The scoop seal has long shovel-like appendages extending from its fins, enabling it to burrow in the snow to hide from predators. The chatter seal, recognizable from the sprinkle of white dots along its back, can perfectly mimic the sound of a human voice. The chatter seal has no conception of the words it says; it randomly repeats overheard phrases. The fanged seal resembles a normal seal, except that it is slightly larger and has a mouthful of razor-sharp fangs. It also has a nasty disposition, ruthlessly attack-
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Next to white dragons, these immense centipedelike monstrosities are the most feared predators in the Great Glacier. They are mainly confined to the most desolate regions of Alpuk and Nakvaligach, lurking inside deep crevasses where they wait to ambush bear, wolves, wild kupuk and human travelers. (See the Appendix for details.)
bou, and human travelers. They often terrorize Ulutiun villages, particularly in Nakvaligach, by attacking in flights of three or more, gobbling up villagers by the dozens and leveling snowhouses with violent slaps of their tails. When white dragons reach the end of their days, many of them cast themselves into the Shakkak Pit, a deep valley of fairy ice in northern Nakvaligach rumored to contain hundreds of white dragon corpses.
White
Yeti
Tirichik
Dragons
The white dragon is the only type of dragon native to the Great Glacier. They occupy caves in the regions highest mountains, particularly in Nakvaligach and the southern portions of the Tuutsaas and Angsaas Chains. The scourge of the arctic, white dragons prey indiscriminately on men and beasts alike, favoring polar bears, cari-
Hundreds of years ago, yeti thrived in the Novularond, but incessant assaults from the frost giants eventually drove them out. Today, its rare to encounter yeti in Novularond. Most of them now live in Nakvaligach, wandering the mountains in groups of six or less. Always on the verge of starvation, thanks to the scarcity of game in Nakvali-
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be used to coat arrows or other weapons to subdue tirichik. (A tirichik successfully attacked with a weapon coated with ring moss must save vs. poison or lapse into unconsciousness for 2d4 rounds.) Ring moss paste retains its potency for 1-4 days after the moss is harvested. Flame Heather. Found only in the mountains of Nakvaligach, this plant resembles a cluster of yellow and red feathers. Flame heather is highly flammable; one cluster (consisting of 2-4 plants, each about a foot tall) burns all night long, providing heat for a medium-sized snowhouse.
gach, yeti feed on any creatures they can catch, including humans, tirichik, and each other. In the upper regions of Nakvaligach, a cadre of white dragons has formed an alliance with the local yeti. The dragons provide food for the yeti in exchange for their servitude. The dragons and yeti often engage in joint hunting expeditions and terror sprees; there is no sight more dreaded by the Nakulutiuns than a flight of white dragons with screeching yeti astride their backs. A clan of gargantua yeti live in the easternmost peaks of the Tuutsaas Chain. These giant yeti stand 20 feet tall and have sky blue fur. They are fiercely territorial, preying on remorhaz and all other trespassing creatures. (Gargantua yeti: Int average; AL CE; XC 5; MV 12; HD 8 + 4; #AT 2; Dmg 2-12/2-12; THAC0 11; SZ H; ML 13 XP 975.)
(It is not necessary for the driver of a sled to determine when his dogs need to rest. Sled dogs seem to instinctively know when they have reached the limits of their endurance, or when poor weather, such as a bitter wind or an ice storm, poses risks to their health. In such situations, the dogs stop, curl up in the snow, and go to sleep. Until the dogs are finished resting or the weather changes, no amount of coercion will convince them to continue. Palus Frohm
Vegetation Because of the short growing season, lack of precipitation, and frozen soil, the Great Glacier isnt a particularly fertile environment for plant life. Vegetation is confined to a few varieties of flowering weeds in the plains (timothy, chickweed, catspaw), occasional patches of ferns and shrubs, and lichens and mosses capable of growing on rocks in thin areas of permafrost. Small forests of willow, evergreen, and birch exist in Angalpuk (and to a lesser degree in Nakvaligach); these trees seldom exceed 10 feet in height. Following are some of the more interesting types of vegetation unique to the Great Glacier: Mikka. This is a black lichen found on the bottoms of stones near Alpuk streams. The crunchy lichen tastes like mint; Iulutiuns use it to flavor soups and stews. Seal Berries. Found near the shores of the Lugalpgotak Sea, these are magical pea-sized berries the color and texture of seal shin. Though inedible, the berries make useful preservatives; a handful of berries scattered over 10 pounds of meat preserves the meat indefinitely, even through the warmest months of spring and summer. Ring Moss. This rare silvery moss grows in tiny rings inside crevasses near the Lugsaas Chain. When ground to a soft paste, the moss can
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Part Five: Places
A village is only as livable as its surroundings. We are caretakers not only of our homes, but of our world. Inum
Ahtahqugotak
Sea
Nearly 70 miles across at its widest point, the Ahtahqugotak is the largest body of water in Angalpuk. The Ahtahqugotak is about 75 feet deep, covered by a thick layer of ice in the winter, changing to platform ice in the spring, and nearly ice-free in the summer. The Ahtahqugotak is perhaps the most scenic sea in the Great Glacier, its waters clear and calm, its shores thick with white birches and lush evergreens. Game fish thrive here, particularly polar cod, bloatfish, and black burners. The area is nearly predator-free, making it a haven for wild caribou, musk oxen, and birds of all varieties. Despite the abundance of game, most Angulutiuns shun the Ahtahqugotak, owning to its location in the Ibelgrak Valley, which is associated with a fever virus that claimed thousands of
Visitors to the Great Glacier are invariably impressed with its eerie beauty and startling contrasts. Endless stretches of barren plains abruptly give way to towering mountain ranges, sliced by gaping crevasses and ice-clogged rivers. Sheer walls of ice snake for miles across the landscape like immense fences. Majestic swirls of drifting snow twist past monolithic glaciers, sparkling like diamonds in the cool light of the winter sun. Desolate, stark, timeless, the Great Glacier is like another world.
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victims in the year 3010. There is no hard evidence, however, that either the waters of the Ahtahqugotak or its animal life are contaminated with the virus.
without mercy.
Eghagu Race: Iulutiun/Angulutiun
Ahtitlak Race: Nakulutiun
Population: 180
A notorious village of outcasts and bandits, Eghagu is located about 30 miles northeast of the Shistak Pass in the Keryjek Ridge inside a 200foot diameter stone ring, which provides concealment and protection. The walls of the ring are about 30 feet high; an opening in the northern section gives access. Eghagu was established about 100 years ago when a group of Iulutiuns from Lilinuk were banished for conspiring to assassinate the iquemelum. The group wandered east, where they encountered a band of Angulutiuns exiled from Hupiik for tampering with a caribou herds wakiak. The groups joined forces and built a small settlement of crude snowhouses which they used as a base for banditry, caribou rustling, and other crimes. About ten years ago, a powerful anagakok named Dygah took over as leader of Eghagu. Exiled from Jukum for conducting magical research that inadvertently poisoned the villages water system, Dygah has vowed revenge on all Iulutiun people. Thanks to Dygah, the crimes of the Eghagu have become much more ambitious. They pillage entire villages now, and they have trained kupuk and winter wolves as vicious attack animals, using them to ambush unwary travelers. Meanwhile, Dugah continues to plot against the Iulutiuns.
Population: 170
About a thousand years ago, a small Nakulutiun community in the foothills of Nakvaligach received a kaiurit from their urit commanding them to migrate south. According to the kaiurit, the journey would lead them to physical manifestations of Ulutiu, whom the Nakulutiuns were directed to serve. The Nakulutiuns traveled all the way to the Lugsass Chain, where they discovered a lair of remorhaz in a vast cave near the base of a tall mountain of ice. Having never seen remorhaz before, the Nakulutiuns presumed that the creatures were the manifestations described by the kaiurit. The Nakulutiuns set up camp in the remorhaz lair. The remorhaz killed about half of the Nakulutiuns, but the Nakulutiuns persevered, offering food to the remorhaz and defending them against tirichik and other predators. Eventually, the remorhaz came to trust the Nakulutiuns and allowed them to share their cave. Over the following centuries, the bond between the Nakulutiuns and the remorhaz continued to strengthen. The remorhaz accepted the Nakulutiuns as companions, even risking their lives to protect them. In turn, the Nakulutiuns provided food and water, built fires to keep their eggs warm, and applied poultices to their wounds. The Nakulutiuns have also fashioned leather saddles that enabled them to ride the remorhaz. The bond remains strong to this day. The Ahtitlak Nakulutiuns dont build snowhouses or minikitak, instead living in the remorhaz cave, sleeping on wolf skin blankets circled around a communal fire. The brutish and distrustful Ahtitlak Nakulutiuns feel no kinship with other Ulutiuns or any other race. They patrol the area constantly, riding their remorhaz, ever alert for trespassers whom they attack
Glacier of Ulutiu This is a sheer wall of ice, rising 1,000 feet in height along the northern shore of the Uppuk River. Thousands of years ago, the glacier was about 300 yards long, but time has taken its toll, and only about 100 yards remain, the rest having broken off into the Uppuk and washed away. Intricate symbols are etched in the glacier, covering the entire surface. The symbols emit a dull red glow. The glacier radiates magic and is completely resistant to all types of natural and magi-
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the valley. When the Innugaakalikurit are low on food, bored, or in need of a sun bath, they use the tunnels to take them to distant locations in the Novularond, far from the threat of the frost giants. A growing faction of the Gomwemk lnnugaakalikurit, who call themselves Surfacers, are getting fed up with their covert existence. The Surfacers are attempting to drum up support for abandoning the caverns and returning to the surface. If the frost giants attack, then so be it; the Surfacers are confident that they can defeat the frost giants if they can convince their Iulutiun friends in Gronne to help them. So far, Gronne has been less than receptive.
cal heat. Ulutiu is responsible for the symbols and the enchantment. He used the glacier to record his thoughts, the history of the region, and details of his magical research. Any character using comprehend language or its equivalent can translate the symbols to learn the origin of the Great Glacier (paraphrase the information in the Birth of the Great Glacier section in Part One of this book). Unfortunately, the most interesting sections of glacier have broken off and washed away; these sections are rumored to contain formulas for powerful spells, the location of Ulutius treasure, and instructions for bringing Ulutiu back to life. The location of these missing sections is anybodys guess; they may be buried beneath deep layers of snow further west along the Uppuk, they may have been collected by curious frost giants, or they may currently serve as walls of Innugaakalikurit snowhouses.
Gronne Race: Iulutiun
Established nearly 2,500 years ago, Gronne is one of the oldest Iulutiun settlements. Located about 30 miles east of the Novularond, Gronne is a neatly kept village with orderly circles of snowhouses surrounding a cluster of quaggi. Many families maintain elaborate rock gardens near their snowhouses, featuring colorful stones collected from the Novularond. Gronne residents are noted for their wisdom and insight. Representatives from other Iulutiun villages often petition the Gronne iquemelum to help settle disputes and evaluate civic proposals. The Gronne iquemelum refuse payment for their services, but graciously accept gifts of unusual stones to add to their rock gardens. Gronne maintains a close relationship with the Innugaakalikurit of Gomwemk. Even though the Gronne elders decided in favor of the frost giants when negotiating an end to the InnugaakalikuritFrost Giant War of 1952, the Innugaakalikurit respect them for their integrity and honesty, and trade flourishes between the two communities. The elders of Gronne are among the few Iulutiuns who know that the Gomwemk dwarves have abandoned their village and now live underground. Recently, a faction of Gomwemk Innugaakalikurit approached the Gronne elders to ask for
Gomwemk Race: Innugaakalikurit
Population: 550
Population: 450
Wedged in a narrow valley surrounded by towering mountains, Gomwemk has the most sizable Innugaakalikurit population in the Great Glacier. It is also the site of the brutal InnugaakalikuritFrost Giant War of 1952. Gomwemk is a modest collection of unadorned ceenach and snowhouses. A 10-foot-tall stone wall encloses the village to keep out frost giants, who despise the Innugaakalikurit. As an additional deterrent, a 20-foot-wide trench surrounds the stone wall, filled with fairy ice to a depth of 30 feet. The village is in fact a facade, a collection of empty buildings. Gomwemk residents are so fearful of frost giants that they long ago abandoned the village proper to live in caverns deep beneath the valley. Snowhouses near the perimeter of the village contain tunnels leading to the caverns below; ice blocks conceal the entrances to the tunnels. The tunnel system also winds beneath the stone wall and the fairy ice trench, opening to the surface several miles away from
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their support in standing against the frost giants, should a war between the dwarves and giants erupt again. The elders have so far declined, fearing that such a war could spill over into Alpuk. A recent frost giant raid into Gronne, however, has changed a few minds; the elders may yet decide to ally with their dwarven friends to rid the area of frost giants once and for all.
Ibelgrak Valley Low hills surround this shallow valley in the southeastern corner of Angalpuk, bordered to the south by the Lugsaas Chain and the east by the Angsaas Chain. Covered by only a few inches of permafrost, vegetation flourishes in the Ibelgrak like nowhere else in the Great (Glacier, with thick forests of evergreen and willow trees, and lush meadows of timothy and chickweed. There is an abundance of game animals, especially polar hares, silver foxes, and musk oxen. Though the Ibelgrak is a fertile hunting ground and an ideal pasture for grazing caribou Angulutiuns shun the area, believing it to be diseaseridden. In 2010, hunters from outside the Great Glacier introduced a fever that proved deadly to Angulutiuns and caribou, claiming thousands of victims before the carriers were isolated and destroyed. A few infected Angulutiuns fled with their herds to Ibelgrak, where their descendents remain today. Both the Angulutiun and caribou descendents still retain the dormant virus, evidenced by the dark warts that grow on their skin (the warts grow on the faces and hands of human carriers, and on the backs and legs of caribou carriers). Aside from the disfiguring warts, the virus has no other ill effects; over the centuries, the virus has become harmless. Other Angulutiuns, however, dont believe this, destroying on sight any human or caribou carriers who stray from the Ibelgrak Valley. Consequently, the carriers (numbering about 75 humans and their herd of 200 caribou) are confined to the Ibelgrak, as they risk their lives if they leave. The carriers have no permanent settlement in the Ibelgrak, endlessly wandering the lush pastures and forests, longing for a cure to rid them of their disfigurement so they can become accepted members of Angulutiun society.
Hupiik Race: Angulutiun
Population: 800
Hupiik boasts the largest caribou herd in Angalpuk, and the residents are the Great Glaciers most skilled herdsmen. From their cozy skotuk located about 50 miles west of the Angsaas Chain, bordered by a dense forest of willows and birch to the north and a clear stream of fresh water to the south, residents drive a herd of 3,000 caribou to Isenghak and back during an ikili. Hupiik herdsmen have developed sophisticated animal-handling techniques that have been copied by villages throughout Angalpuk. The Hupiik herd is divided into units called jiji, each consisting of 100-200 animals. A chief herder, called the ujiji, is responsible for each jiji, while the pimataung oversees the ujiji. Six assistants, kaujiji, are assigned to an ujiji, along with as many additional herdsmen necessary to control the herd. The ujiji rides an uhkerek behind the herd, and three kaujiji ride jakerek on either side of the herd. A team of trained okteff (black sled dogs) keep the herd together and chase down strays. The herdsmen use lassos to restrain wandering caribou and tie feed bags around the animals necks to supplement their diets in sparse pastures. The Hupiik wakiak is a series of three parallel lines notched in the animals ear. Hupiik residents are tight-lipped, seriousminded, and somewhat arrogant. They maintain friendly relations with other Angulutiun villages, though they seldom associate with them except during sukkiruchit.
Igotak
Sea
The largest body of water in Nakvaligach, the triangular-shaped Igotak Sea is frozen solid almost all year round. The surface of the Igotak is thick with fog, rising hundreds of feet in the air,
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their time traveling from place to place, they are privy to many of the secrets of the Great Glacier, including its dangers, its treasures, and the safest routes. Their often share this information with strangers willing to participate in a tirichih or white dragon hunt, providing the strangers demonstrate their courage and skill to the hunters satisfaction. The village of Imajuvisik is a collection of small snowhouses, their walls reinforced with stones gathered from the Lugsaas Chain. Adjacent to the village is a large crevasse, about a mile long and nearly 100 yards wide. The Imajuvisik hunters dispose of the skulls of their kills in this crevasse to observe the opoqukoku ritual; regardless of where in the Great Glacier the hunters kill their prey, the skulls are always brought back to this crevasse. Hunters who fail to observe opoqukoku are confined to the village for six months.
completely obscuring the sea even in the brightest daylight. During exceptionally cold winter months, the fog rolling off the sea extends up tp 50 miles in all directions, posing a serious hazard to travelers. Ice covers the surface of the lake to about 10 feet; beneath the ice is about 40 feet of murky water; drinkable but bitter. The sea teems with crystal nippers, their corpses littering the shores like grains of blue sand.
Imajuvisik Race: Iulutiun
Population: 250
Located midway between the Umaylu Lake and the Lugsaas Chain, Imajuvisik is a small village of courageous hunters, specializing in tracking and destroying white dragons and tirichik. The residents pride themselves on their fitness, spending several hours each day engaged in rigorous physical training; adults have average Strength scores of 15 and average Constitution scores of 16. Bands of Imajuvisik hunters roam across Alpuk, offering their services to Iulutiun villages who hire them to get rid of troublesome predators; isolated communities, such as Puttak, are particularly eager clients. In times of scarce game, the hunters charge no fee, asking only for possession of the creatures carcass. Otherwise, to exterminate a tirichik, the hunters might ask for a pair of mated kupuk, 300 pounds of choice caribou meat, or a dozen seal skin clothing sets. Imajuvisik hunters ambush white dragons and tirichik by tying a caribou or other game animal to a stake in the center of a small valley surrounded by high peaks. The hunters hide in the peaks until the creature is lured by the bait, then attack with a volley of spears, arrows, and garnok (sometimes using poisoned chips from the Umaulu Lake ice as ammunition; not only do these chips inflict 1-3 points of damage, the victim must save vs. poison, suffering an additional 2d4 points of damage if the check fails, and suffering half damage if the check succeeds; tirichik, however, are immune to Umaulu poison). Because the Imajuvisik hunters spend much of
Jukum Race: Iulutiun
Population: 1,200
Nestled on the southern shore of the Lugalpgotak Sea, Jukum is the second largest Iulutiun settlement. Its people are pleasant and outgoing, eager to welcome friendly strangers. The village is laid out in neat rows of snowhouses, surrounded by a circle of a dozen quaggi. The perimeter of the village is divided into four districts of approximately equal size. The north district contains a large pool of fresh water, which the villagers refill every week. Trenches lead from the pool and run parallel to each row of snowhouses, giving families easy access to clean water. The south district is reserved for gaming and open-air feasts, the west district for butchering animals (which includes a dozen ukujik), and the east district for sukkiruchit. Unlike most Iulutiun villages, Jukum actively encourages fine arts, particularly sculpture, poetry, and music. Elaborate ice sculptures of frolicking seals, harpoon-wielding hunters, and roaring dragons are found throughout the village. Children practice soothing tunes on bone flutes, and adult choirs perform lengthy story-
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mountain, they may notice that patches of snow appear to be moving, undulating across the face of the mountain in random directions. The peak of Mt. Morrowikik is made of solid turquoise, accounting for the blue flecks. The moving snow drifts are actually white puddings, which flourish on the mountaintop and number in the hundreds. Its rumored that some of the Mt. Morrowikik puddings are as big as icebergs, though there has been no reliable confirmation. Ertyky Valley. This expansive valley is where the final clash between the Iulutiuns and Angulutiuns occurred in 1637, marking the end of the Keryjek Wars. Hundreds of warriors from each side died in the battle. To honor the fallen soldiers, the valley was made into an immense equkoku cemetery, filled with row after row of equkoku totems. Opoboquo Valley. This narrow valley is the only known habitat of a rare and dangerous creature called the opoboquo remorhaz. (See the Remorhaz entry in Part Four for details.)
songs at the end of communal meals. At the beginning of each month, the village holds a special poetry festival, open to residents of Jukum as well as other area villages: the Jukum iquemelum awards seal skin mittens, smoked meats, and other valuable prizes to the best poets.
Keryjek
Ridge
The Keryjek Ridge is the longest continuous mountain range in the interior of the Great Glacier, stretching north from the Lugsaas Chain to completely separate Alpuk from Angalpuk. The peaks average 8,000-10,000 feet high, though some of the central peaks top 15,000 feet. The Keryjek Ridge is perhaps the most beautiful natural feature of the Great Glacier. Fairy ice dusts the highest peaks, making them shimmer like rainbows on sunny days. Frozen lakes, as shiny as silver mirrors, fill the valleys, while ribbons of lush evergreens make delicate loops around the mountainsides. Key features include: Shistak Pass. The towering peaks of the Keryjek present a formidable barrier for those traveling between Angalpuk and Alpuk. To facilitate travel, representatives from Hupiik and Isenghack decided to construct a pass to link the two nations. Construction of the pass began 75 years ago and is only about 50% complete. The pass extends 10 miles from the west side and 10 miles from the east side, leaving about 20 miles of packed snow and ice in between. Travelers unfamiliar with the project are often surprised when the pass reaches a dead end, forcing them to go back the way they came. Bandits from Eghagu sometimes take advantage of the unfinished pass to ambush the unwary. Makkitt Pass. The only natural pass in the Keryjek Ridge, the Makkitt is about 100 feet wide, winding through the mountains for about 50 miles. Its gentle slopes make it suitable for foot travelers, as well as dog and caribou sleds. Avalanches are common in the Makkitt, as are attacks from winter wolves. Mt. Morrowikik. From a distance, the snow covering this 10,000-foot-high peak appears to be flecked with blue. As travelers move closer to the
Kresttet Race: Nakulutiun
Population: 300
Kresttet is by far the most populous Nakulutiun village, comprising dozens of crude ceenach haphazardly arranged in a barren valley of thick permafrost and rocky projections. Webs of crevasses lace the Kresttet valley, many of them 1020 feet wide. Tremors regularly shake the valley, creating new crevasses and widening the old ones. Though the crevasses pose a constant hazard to the residents, the Kresttet kaiurit forbids filling in the crevasses or relocating ceenach to safer areas. As a safety measure, planks have been placed over the smaller crevasses, and makeshift bridges have been constructed over the larger ones; from a distance, the village resembles a patchwork of planks and cracks. Except for polar hares, a few caribou, and patches of edible lichen, food is scarce in Kresttet. The nearest source of fresh water is a stream 10 miles to the north. Adding to Krestetts misery are the periodic raids by frost giants and white dragons (who live in the mountains to the east
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and terrorize Kresttet for amusement more than food), and infestations of ice toads that surface from newly-formed crevasses. The residents view Ulutiu as a vengeful, angry god, quick to punish his followers for lapses in faith. Pahjikok, the Kresttet urit, struggles to divine Ulutius intentions, resulting in a constantly changing set of kaiurit. A kaiurit requiring all residents to stay indoors during the daylight hours may be abruptly revoked a week later, replaced by a new kaiurit requiring them to stay indoors at night. The eating of particular foods may be sanctioned one day, forbidden the next. Among the few constants is a policy of jyykach; Kresttet residents attack and kill strangers on sight, tossing their bodies into deep crevasses. The policy is suspended only if the village has reached their jyykach quota for the month (which varies according to Pahjikoks latest proclamation).
village is reserved for sukkiruchit, featuring five quaggi that always contain ample supplies of roasting meat to feed visitors, and a large doubledomed building called a rewqugi filled with pits of burning blubber for visitors to warm themselves. Lilinuk is noted for its fine kayaks, sleds, and clothing, and Iulutiuns flock from all corners of Alpuk to trade for these goods.
Lugalpgotak Sea The Lugalpgotak is the largest body of water in the Great Glacier and the most hospitable to life. Nearly 200 miles wide and 800 feet deep, the Lugalpgotak is home to a wide variety of animals and fish, including thousands of seals and dozens of species of fish. The southern and western shores are flat and even, perfectly suited for the construction of snowhouses. Numerous streams link the Lugalpgotak with most of the other major seas and lakes. Pack ice covers about 50% of the surface, with especially dense clusters near the center. In the winter, its possible to cross the narrowest sections of the sea by jumping from floe to floe. Walls of barrier ice, hundreds of feet high, rise from the northern and eastern shores, acting as natural windbreaks to keep the waters calm and the temperatures steady. The Nakalpgotaks mineral salts are concentrated in the seas eastern floor; for that reason, fresh water predominates in the western portion of the Nakalpgotak, while most of the eastern portion is salt water. At the bottom of the Lugalpgotak is a 100-foot layer of rocks and debris. Beneath the rocks and debris is a layer of ice, 500 yards thick. Imbedded deep within this ice layer is the body of Ulutiu. The location of Ulutius body is not generally known by the Ulutiuns, though some suspect that the body is somewhere beneath one of the Great Glaciers seas.
Lilinuk Race: Iulutiun
Population: 1,500
Lilinuk is not only the largest Iulutiun settlement, its the largest human settlement in all of the Great Glacier. Located south of the Nakalpgotak Sea, Lilinuk is built on top of a broad plateau, about 150 feet high. Ramps of ice spiral around the plateau, giving access to the village from below. Because of its altitude, Lilinuk was spared by the Great Flood of 1790. The industrious villagers of Lilinuk are perhaps the hardest working people in the Great Glacier. Snowhouses are replaced yearly. Kayaks and dog sleds are maintained in immaculate condition. Storage pits are kept filled with a years supply of meat. Sled dogs and kupuk live in their own comfortable houses, called jititip. A fleet of kayak and umiak are docked in an ice-free harbor near the northern foot of the plateau. Just outside the village, herds of musk oxen and caribou are raised in pens enclosed by ice block walls. The villagers actively promote trade, and Lilinuk is noted for its well-organized and hospitable sukkiruchit. A large central section of the
Lugotak Sea Also known as the Secret Sea, the Lugotak is one of the Great Glaciers most dangerous areas, and has claimed the lives of countless travelers. Located about 50 miles from the eastern border
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near Mt. Okk about 20 years ago. The humans body had been transformed into solid ice and his head removed. A journal identified him as a treasure hunter from Damara. The journal also revealed the following information about the castle: The castle is a labyrinth of corridors made from ice that resists all forms of heat. Blizzards, ice storms, and chilling winds blow up in the corridors at random intervals, from no apparent source. The wizards were devising a new type of cold-based magic. Details of the spells are kept in a vault of glowing ice somewhere in the depths of the castle. The bodies of the wizards are encased in giant icicles suspended from the ceiling of a circular chamber in the center of the castle. Their spirits roam the corridors to attack trespassers. Among the castles guardians are headless ice zombies with their eyes in their chests and mobile snow drifts that swallow men alive. After reading the journal, the Lilinuk hunters declined to investigate. To date, the journal information has yet to be verified.
of the Tuutsaas Chain, and lying in the direct path of the Tuutsaass only major pass, the Lugotak is totally concealed by a foot-deep layer of snow that continually blows off the mountains; even from a few yards distance, the Lugotak is indistinguishable from the surrounding terrain. All year long, semi-solid platform ice comprises the surface of the Lugotak, which tends to crack under the slightest pressure. The sea is 10-12 to the bottom at the deepest point, and only 3-5 feet deep near the western and southern shores. Jagged spears of needle ice line the bottom of the sea, some of which rise about a foot from the surface. Travelers who fall through the platform ice risk impalement on the needle ice; those fortunate enough to avoid the needle ice often fall prey to the fanged seals thriving in the Lugotaks icy waters.
Mt. Akka This is a 1,000-foot tall mountain of ice with a double peak, located at the southern tip of the Surykyk Range. The mountains of the Surykyk are thick with wild kupuk, who make nests and lay eggs in Surykyk caves and valleys. Mt. Akka is a favorite nesting place, as it consists of a number of caverns connected by winding passages that provide protection from predators. Though kupuk are careful to remove all traces of their nests after their pups are born, diligent explorers may discover shell fragments and infertile eggs buried in the snow.
Nakalpgotak Sea The Nakalpgotak is an immense, hostile sea, bordered on the north and east by the mountains of Nakvaligach and the Keryjek Ridge, and linked to the Lugalpgotak Sea by a web of shallow streams. About 120 miles long, the Nakalpgotak is shaped like a bowl, the shores sloping at a 45 degree angle to the 700-foot-deep center. About 75% of the surface is clogged with pack ice, including mile-wide icebergs as tall as mountains. Slush collects along the shores in patches hundreds of yards wide. Walls of barrier ice border the sea at irregular intervals, averaging. about 100-200 feet tall. In the summer and spring, melting snow from the adjacent mountains causes the Nakalpgotak to rise several feet. The unusually warm summer of 1790 resulted in massive floods, wiping out dozens of Iulutiun villages near the northern and eastern shores. Though the flood affected a few Lugalpgotak settlements as well, it decimated the
Mt. Okk At 12,000 feet, Mt. Okk is one of the tallest peaks of the Lugsaas Chain. In 3691, a faction of evil wizards from Vaasa built a massive castle of ice near the northern foot of Mt. Okk, intending to use it as a base to develop powerful spells and bizarre monsters, Seven years later, a fissure opened and swallowed the castle. The fissure subsequently closed, and an avalanche buried it under tons of snow and ice. Little would be known of the ice castle had it not been for a hunting team from Lilinuk who discovered the remains of a human explorer
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hunting expeditions. The frost giants and the Innugaakalikurit, who dont particularly care why the rocks are warm, are the only sentient races making their homes in the Novularond. Unknown to the races of the Great Glacier, the deepest passage of the Novularond snakes east, ending at Ulutius ice barge, buried hundreds of yards beneath the Lugalpgotak Sea. When Ulutiu died, the necklace of Ulutiu transformed the passage into a magical conduit, absorbing heat from the area that was to become the Great Glacier and funnelling it to the Novularond, permanently warming the stones. There are three distinct regions of the Novularond, each of which is described below. Ipinovularond. This outer ring of mountains, about 15 miles wide, consists of peaks no higher than 5,000 feet. Fewer than 10% of the mountains are ice-covered. Wild life consists of musk oxen, caribou, and wild kupuk, though none are found in great number. Esenovularond. This central ring is the broadest section of the Novularond. Its peaks tower 5,000-10,000 feet high and are 20% icecovered. Rugged valleys and deep crevasses slice the terrain, and avalanches and rock slides are common. Frost giants and Innugaakalikurit make their homes among these peaks, as do ice toads, yeti, and a few winter wolves. Akanovularond. This central region is the most desolate region of the Novularond. The peaks of the Akanovularond rise to 20,000 feet, most of which are 30-40% ice-covered. White dragons lair in the highest peaks.
Nakalpgotak villages. The Iulutiuns rebuilt most of the destroyed Lugalpgotak villages, while survivors of the Nakalpgotak migrated elsewhere. Only a few Nakalpgotak villages remain today, as the Iulutiuns are afraid of another Great Flood. Because there are few humans competing for food, the Nakalpgotak thrives with polar bears, winter wolves, and other predators that feast on the abundant fish, seal, and game birds. Water near the shores is mostly fresh, and pools of fresh water can also be found in hollows of icebergs.
The Novularond The Novularond is a cluster of towering mountains in the center of the Great Glacier. The range is about 250 miles long at its widest point, and interior peaks average 20,000 feet high. A honeycomb of passages winds through the mountains, which contain scattered deposits of gold, diamonds, spark stones (used to start fires), and other valuable gems and minerals. The Novularond is relatively free of permafrost. Only about 20% of the mountains are covered with snow and ice. The rest are bare granite, except for a few sparse patches of evergreens and shrubbery. Most of the surface rock of the Novularond remains about 40 degrees, regardless of the air temperature. In the mountains deepest recesses, its rumored that the stone is as hot as fire. The entirety of the Novularond faintly radiates magic, though there is no obvious source of the enchantment. Aside from their temperature, the rocks have no special properties. Stones removed from the Novularond lose their warmth within 24 hours, becoming normal stones. However, if the stones are returned to the Novularond area, they become warm again. The Ulutiuns have no explanation for the warm rocks of the Novularond, but there are several theories. Some believe the the core of the Novularond contains liquid fire, while others think that fire-breathing monsters live in the bowels of the mountains. In any case, the Ulutiuns have declined to build settlements in the Novularond, confining their visits to occasional
Olyniak Crevasse Nearly 60 miles long at its widest point and dozens of miles deep, the Olyniak is the largest crevasse in the Great Glacier. Centered among the highest peaks in Nakvaligach, the Nakulutiuns revere the crevasse as a sacred landmark of Ulutiu, regularly tossing in offerings of meat and gems. A dim green light shines from the crevasse, visible only at night, which the Nakulutiuns take as proof of the crevasses supernatural significance. (In fact, the light is natural, not magical, radiating from fluorescent minerals lining
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and wood (called a jakobii). When an ejobii spots a predator, he rings his jakobii, alerting the other ejobii who then begin to ring their own jakobii. The villagers respond by herding the kupuk mothers and pups into caves and underground tunnels. For additional protection, the villagers pay retainers to Imajuvisik hunters, who visit Puttak two or three times a year, exterminating any predators they can find (retainers are paid in kupuk). Puttak villagers observe a birth ritual that acknowledges their special relationship with kupuk. When the oldest daughter of a family is within a week of giving birth (Puttak midwives are able to determine dates of birth with uncanny accuracy), she, her mother, and a few close friends journey to Mt. Akka. The woman gives birth in the Mt. Akka caverns, a favorite kupuk nesting area. Should a kupuk hatch in the caverns on the same day that the baby is born, the villagers take the kupuk pup back to Puttak and raise it with the baby as a member of the family.
the walls about 200 feet down.) Following an earthquake in 2338, a monster emerged from the Olyniak and consumed dozens of Nakulutiun worshippers before disappearing back into the crevasse. The survivors named the creature Ulfoq, and described it as a combination of a tirichik and a white dragon, hundreds of feet long, with golden fangs and wings of ice. The Nakulutiuns presume that Ulfoq is an emissary of Ulutiu. It hasnt been seen since. A long passage near the bottom of the Olyniak connects with a vast subterranean cavern network, linking it with the hollows inside the Novularond and Ulutius buried ice barge beneath the Lugalpgotak Sea. Ulfoq is indeed associated with Ulutiu, though the relationship remains a mystery; Ulfoq may be a guardian or an emissary, or a manifestation of Ulutiu himself. Its also possible that Ulfoq is only an illusion created by Ulutiu. The earthquake of 2338 might have caused the Nakulutiuns to fall into the crevasse, leading the panicking survivors to mistakenly believe that their companions were eaten.
Shakkak Pit
Puttak Race: Iulutiun
This is a 300-foot-deep valley surrounded by jag ged mountains in northern Nakvaligach, filled to the top with fairy ice. White dragons use the Shakkak Pit as a graveyard. The dragons are born with an instinctive knowledge of the Shakkak Pit and fly here when death is imminent. The pit contains hundreds of white dragon skeletons, along with a variety of treasure items the dying dragons have brought with them. Three centuries ago, an evil anagakok attempted to animate the dragon skeletons, which he intended to use to steal treasure from the living white dragons of Nakvaligach. The plan backfired, and the animated skeletons killed him. Several animated skeletons are rumored to still exist in the depths of the pit.
Population: 350
Puttak is an isolated Iulutiun community located about 40 miles north of the Lugsaas Chain, noted for its domesticated kupuk. Villagers capture wild kupuk in the Lugsaas Chain and in the mountains about 50 miles west of the village, then bring them to the village for training. Kupuk are treated like equal members of the community, sharing food and living quarters with Puttak families, even meriting their own equkoku cemetery on the east side of the village. Puttak kupuk are well-behaved, loyal, and healthy. They are highly prized by Ulutiuns elsewhere in the Great Glacier who regularly make the long pilgrimage to Puttak just to trade for these animals. To warn of approaching predators, the villagers have built a series of signal stations called obii, spaced around the village in concentric circles about 50 yards apart. The obii resemble ice towers 20-50 feet high, each containing a villager (called an ejobii) armed with a bell made of bone
Umaylu Lake The sprawling Umaylu is only a few feet deep, more closely resembling a vast puddle than a lake. The water is dirty and stagnant, due to the prevalence of bacteria and decaying organic mat-
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banks, piled high with slush, cut deeply into the permafrost, angling about 45 degrees in some places and creating nearly vertical walls in others. Occasionally, pack ice collects in bends in the river to form temporary dams, causing slushy water to spill over the Uppuks banks. At two points on the Uppuk, natural bridges of ice arc from the south bank to the north, allowing travelers to cross the river without entering the icy water. The ice bridges average about 100 feet wide, and rise about 20 feet from the surface of the river. The river teems with fish, among them spiny sleepers, icetails, and whitefish. Fish are particularly abundant in the spring and summer, when many schools migrate from the Lugalpgotak to spawn.
ter (animals who drink from the Umaylu often die on the spot and drop into the water). Dissolved minerals, which seep from cracks in the lake floor, keep the water odorless but enhance its toxicity. Characters or creatures who drink the Umaylu water must save vs. poison. A successful save means the victim loses 2-12 (2d6) hit points. Victims who fail their saving throws die within 1-2 days unless neutralize poison or a similar treatment is administered. Additionally, those who fail their saving throws automatically lose 1 hit point per hour until the poison is negated. Characters wading across the Umaylu or otherwise coming in contact with it lose 2-8 (2d4) points of damage; a successful save vs. poison results in half damage. The Umaylu is dotted with pingos, 10-100 feet in height. The dull green pingos are made of frozen lake water, which acts as a contact poison. Characters who touch an Umaylu pingo suffer the same poisoning effect as if they had drunk the Umaylu water. The hunters of Imajuvisik use ice chips from the Umaylu Lake as ammunition for their garnok. The Umaylu is poisonous to all creatures except tirichik, who find it quite refreshing. Tirichik often lounge in the Umaylu, rolling in its water to soak their entire bodies. Tirichik that spend three or more hours soaking in the Umaylu absorb the lakes poison into their flesh. The resulting contact-poison effect lasts for the next 24 hours. Poisoned tirichik are identifiable by the slight greenish tinge covering their bodies.
Utui Race: Angulutiun
Population: 600
Located in an area of dense pine forests and rolling hills in eastern Angalpuk, Utui is a sprawling community of herders and craftsmen. The Utui herd numbers about 1,500 caribou; the ikili follows a route west to Emequ, north to Hupiik, then home. The Utui wakiak is a small circle with a dot in the center, carved into the animals hoof. Utui families are quite clannish, and dont associate much with one another, except as required to care for the community caribou herd. Each family lives in its own large minikitak. Minikitak of different families are separated by at least 100 feet. Though tupa is encouraged, each marriage is mourned for weeks by the family of the bride (married couples live with the grooms family). Violent clashes between Utui families are rare, but they compete ferociously in the creation of craft items. Not surprisingly, Utui boasts some of the finest clothing, weapons, rissik, and jakerek in all of the Great Glacier. Visitors can win the hearts of an Utui family by praising their craftsmanship (a sufficiently flattered family will often lower the price of their goods), but this tactic invariably offends the other families in the village, who snub the visitors for the duration of their stay.
Uppuk River This is the mightiest river of the Great Glacier. It spans hundreds of miles and serves as a natural barrier between the plains of Alpuk and the mountains of Nakvaligach. The Uppuk runs from the Nakalpgotak Sea, and snakes west; major tributaries link the river with the Lugotak Sea to the south and the Igotak Sea to the north. The Uppuk River averages 1-10 miles wide and 20-100 feet deep. Pack ice clogs about 50% of the surface, increasing up to 75% in the winter, and decreasing to 20% in the summer. Its sloping
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Some Smaller Villages...
their own community. Old prejudices persist, however, and other villages are reluctant to trade or associate with Yinntut.
Following are some of the Great Glaciers smaller villages, sorted according to race. None of these villages have populations exceeding 200.
Nakulutiun
Jajam: Their minikitak are made of turquoise slabs; by kaiurit decree, residents are ordered to kill anyone who tampers with the minikitak. Siksuv: Both the urit and yaaurit recently died from eating tainted meat; the citizens are desperate for leadership. Ukurewok: A ghost town. Citizens abandoned the village as directed by a kaiurit; its now occupied by ice toads and other vermin. Wertikak: A hostile, violent village led by the egomaniacal Tukurshuk, who believes himself to be the son of Ulutiu.
Angulutiun Emequ: Following a poor caribou season, residents are experimenting with musk oxen herds. Isenghack: Village of skilled healers, specializing in the care of animals. Yiggat: Disease recently wiped out most of their herd. Leaders are planning to steal caribou from migrating herds or other villages.
Innugaakalikurit
Patatak: Lazy, sluggish dwarves who do little but sunbathe and sleep; they raise rabbits for food so they dont have to hunt. Snokkok: Unlike most Innugaakalikurit, the residents love hunting and combat, and are eager to hire on as mercenaries for any purpose.
...And Some Smaller Lakes
These lakes average five to 20 feet deep. Excessive mineral concentrations in the salt water lakes make the water unpotable.
Iulutiun
Fresh Water
Ebyuluich: Noted for monthly gaming festivals, featuring tinguang and other gambling games. Fudok: A small village of skilled fishermen built on an iceberg. Gotokok: The site of an annual sukkiruchit exclusively for trading weapons. It always attracts a sizable number of Innugaakalikurit. Hykopgruk: Skilled boatmakers, specializing in kayak. They are currently working on a new type of boat made entirely of ice. Koyoss: The villagers raise quality sled dogs, including heteff, okteff, and mukteff. Saichik: A venerable white dragon with a star-shaped birthmark on its forehead recently killed the son of a kiam. The village has vowed revenge. Tukk: Poor hunters, desperate to trade clothing and weapons for meat; travelers can often get good bargains. Vekkak: The iquemelum has developed techniques for predicting the weather with uncanny accuracy. Yinntut: A village of ukeu who migrated from Lilinuk and Alpuk after receiving permission from their respective iquemelum to establish
Nukqup Lake: Dissolved minerals make the lake appear pitch black. The waters are bitter, but harmless; there are no fish. Risuak Lake: Abundant with all varieties of fish; characters have twice their normal chances of catching some. Taak Lake: Only 10 feet deep, frozen solid most of the year. Ullu Lake: Favorite fishing spot for polar bear.
Salt Water
Akpahlurik Lake: Oil seeps from cracks near the southern shore, which may be collected from the surface of the lake and burned as furl. Nyu Lake: Bordered by ring moss, the only place outside the Lugsass Chain where this moss grows. When traveling in the Great Glacier; it is better to eat the food of the natives than food from home. Native food is filling, better prepared, and best suited for the nutritional requirements for life in extreme climates. Palus Frohm
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Part Six: Personalities
What distinguishes a good man from a bad one may be something as simple as a circumstance of birth, or as complex as a lifetime of thoughtless choices. Inum
hide, the vast majority forego armor altogether, finding it bulky and impractical in the harsh environments of the Great Glacier. Instead, they wear layers thick fur that provide them with an AC of 8 (hunters and explorers) or 9 (nearly everyone else). Player characters may wish to think twice about wearing heavy armor when visiting the Great Glacier. Not only is there a risk of rusting (its hard to keep snow and ice out of armor, which then may melt from body heat), it may also be awkward (for instance, walking through deep snow drifts could be difficult).
The following are several of the Great Glaciers more interesting personalities, intended for the DM to use as NPC encounters with player characters. The NPCs may be used as sources of clues and information, adversaries, guides, or springboards for adventures. Character races are listed after their names, along with the villages or areas in which they are most likely to be encountered.
Dygah
Armor? What Armor? Though a few Iulutiuns have experimented with armor made of remorhaz shell and tirichik
9th-level human male wizard (Iulutiun anagakok): Str 6, Dex 9, Con 14, Int 16, Wis 16, Cha 14; AL NE; AC 9; MV 9; hp 33; THAC0 18; #AT 1; Dmg
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1-4 (staff); SA and SD as for anagakok; SZ M; ML 11, Spells: 4/3/3/2/1
luck (it has no actual magical properties), and wears a white loincloth made from yeti skin.
Where Found: Eghagu
Commonly Used Spells Following are some of the spells favored by Great Glacier magic-users.
The brooding, bitter Dygah is perhaps the most powerful anagakok in the entirety of the Great Glacier. Exiled from his native Jukum 10 years ago for poisoning the village water system, Dygah is now the absolute ruler of the thuggish people of Eghagu. Though he masterminds kidnappings, robberies, and other crimes for his adopted community, he considers such activities trivial and barely worth his time; he cooperates only to ensure the loyalty of his followers. Dygah seeks revenge for his curt dismissal from Jukum; the poisoning of the water system, he maintains, was an accident (though in fact, Dygah was experimenting with hypnotic additives that he hoped would force the villagers to appoint him to the iquemelum). When his pleas for justice in neighboring Iulutiun villages fell on deaf ears, his bitterness grew to encompass all the Iulutiuns of Alpuk. He intends to decimate Alpuk, though so far a viable plan has eluded him. Recently, Dygah came in possession of a chunk of the Glacier of Ulutiu which not only described the origin of the Great Glacier, but also indicated the location of Ulutius body. According to the chunk, a subterranean passage in Novularond leads to the body, which is located in an ice cavern hundreds of yards beneath the Lugalpgotak Sea. Dygah is now making plans to journey to Novularond and search for the passage. If he finds the passage, he plans to follow it to Ulutius body and remove the magical necklace, which will cause the Great Glacier to melt, destroying the hated Ulutiuns. While the flood waters wash over the Iulutiun villages, Dygah intends to remain safe in the highlands of the Novularond. Dygah is grotesquely fat, with beady green eyes, a perpetual sneer, and soft white fur covering his entire body. He rides in a jakerek stolen from a band of Angulutiun hunters, pulled by a team of four loyal winter wolves that obey his every command (Dygah rescued the wolves as pups from the jaws of a tirichik). He carries a birch staff, which he believes gives him good
Anagakok: 1st Level: change self, feather fall, jump, light, magic missile, sleep, unseen servant 2nd Level: deeppockets, levitate, scare, strength, whispering wind 3rd Level: fly, gust of wind, haste, invisibility 10' radius, water breathing 4th Level: charm monster, enchanted weapon, polymorph self 5th Level: airy water, fabricate, hold monster Nakulutiun Priests of Ulutiu: 1st Level: cure light wounds, detect poison, endure cold, locate animals or plants, invisibility to animals, purify food and drink 2nd Level: charm person or mammal, enthrall, hold person, resist cold, slow poison, speak with animals 3rd Level: create food and water, locate object, prayer 4th Level: cure serious wounds, control temperature 10 radius, divination 5th Level: animal summoning, commune, commune with nature, control winds, cure critical wounds
Sharra Frohm 5th-level human female warrior: Str 12, Dex 11, Con 15, Int 13, Wis 16, Cha 11; AL LG; AC 8; MV 12; hp 45; THAC0 16; #AT 1; Dmg 1-6 (iuak); SZ M; ML 11. Where Found: Mountains of Nakvaligach A robust, solidly-built woman about 40 years old, Sharra Frohm is the great-great-great granddaughter of Palus Frohm, the author of Blood and Ice, the definitive Great Glacier survival guide. Twenty years ago, Sharra left her home in
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Bluestone, a small village near the Frozen Forest, embarking on an expedition into the Great Glacier to continue her ancestors work. She plans to write Volume Two of Blood and Ice, focusing on the treacherous Nakvaligach region, an area that Palus was unable to finish studying before his death. Sharra has just begun her third decade of research on the book, a project that she expects will take the rest of her life to complete. Sharra has bright blue eyes, plump cheeks, and an easy smile. A pair of loyal heteff, named Mom and Pop, pull Sharras dog sled, which is loaded with thick bundles of notes and frozen slabs of wolf meat, Sharras favorite food. Always on the move, Sharra may be encountered anywhere, though she spends most of her time in or near the mountains of Nakvaligach. Strangers find Sharra to be open and friendly, with a dark sense of humor (spotting a frost giant corpse with a spear in his belly, she might remark, Now what do you suppose got into him?). Her knowledge of the Great Glacier is vast; she knows the customs of most villages, where to find fresh water, and which crevasses are likely to contain tirichik. She freely shares this information, but only with those she trusts; the quickest way to earn her confidence is to help her gather new data for her book (for instance, Sharra might share information with strangers who help her map an unexplored cavern system, or assist her in measuring the skull of a sleeping yeti).
ak design to poetry technique to the components of a successful marriage; there seem to be few topics for which Inum lacks an insight or opinion. He is a compelling storyteller, a compassionate counselor, and a devout believer in the principles of qukoku. Inum is nearly 70 years old, and is becoming increasingly feeble with every passing year. He has few teeth, and his face is etched with deep wrinkles. Bouts with disease have left him with rattling lungs and rubbery muscles, and a run-in with a polar bear resulted in a crippled left leg. Despite his handicaps, Inum remains highspirited and optimistic, though he tires easily and is prone to coughing fits. Inum has a deep faith in the innate goodness of all creatures, a belief that cynics consider to be hopelessly naive. For instance, aware of the growing tension between the Gomwemk Innugaakalikurit and the frost giants, Inum wants to meet with the frost giants and appeal to their sense of fairness to leave the dwarves alone. The other Gronne kiam have pleaded with Inum to abandon this plan, insisting that the frost giants cant be trusted; they fear that Inum may be taken hostageor worse. Inum stubbornly intends to approach the frost giants with or without his fellow kiams permission.
Johmm 4th-level dwarf (Innugaakalikurit) male warrior: Str 16, Dex 9, Con 16, Int 9, Wis 11, Cha 14; AL LG; AC 8; MV 6; hp 36; THAC0 17; #AT 1; Dmg 1-8 (eyklak bow): SA +2 to hit when using eyklak; SD immune to all natural and magical forms of cold; SZ S; ML 15.
Inum 5th-level human male warrior (Iulutiun): Str 8, Dex 7, Con 9, Int 17, Wis 15, Cha 15; AL LG; AC 9; MV 6 (reduced due to injury); hp 38; THAC0 16; #AT 1; Dmg 1-6 (iuak); SZ M; ML 12.
Where Found: Gomwemk
Where Found: Gronne
Johmm is the leader of the Surfacers, a faction of Innugaakalikurit in the subterranean community of Gomwemk who believe their fellow villagers should put aside their fear of the frost giants and move back to their homes on the surface. Not only is Johmm willing to confront the frost giants, he seems to relish the opportunity. Johmms hatred of the frost giant borders on
A revered kiam of Gronne, Inum is among the wisest men in all of Alpuk, known for his judiciousness, perception, and intellectual acumen. Iulutiuns from hundreds of miles away travel to Gronne for the express purpose of listening to Inums lectures, which cover everything from kay-
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the obsessive. Members of his family were among the dwarven slaves given to the frost giants as a condition of the 1952 peace treaty, and their descendents remain enslaved today. Johmm has solved to liberate the slaves, regardless of the cost. Johmm is about 30 years old, bald, firm-jawed, and fair-skinned; he seldom indulges in sunbathing, which he considers to be a frivolous waste of time. Unlike most easygoing Innugaakalikurit, Johmm is humorless and grim. Though Johmms followers admire him as a dwarf of integrity and courage, the majority of Gomwemk villagers view him as a dangerous radical, who may draw them into a long and bloody war with the frost giants.
has since sent out a number of search parties, but they have found no trace of her. Joqui promises a sizeable reward for anyone who returns Kallak; she remains determined that her daughter will take a husband. Unknown to her mother, Kallak is on her way to the Ibelgrak Valley, a land rumored to be hospitable to outcasts. Kallak has heard that the valley is riddled with disease, but she prefers to take her chances there rather than continue living a life of degradation in Jukum. The resourceful Kallak continues to resist the efforts of her mother to bring her home; Jukum scouts recently tracked her to the Keryjek Ridge, but her exact whereabouts remain a mystery.
Luftuk
Kallak
3rd-level human male warrior (Iulutiun): Str 9, Dex 10, Con 13, Int 11, Wis 12, Cha 13; AL, LN; AC 9; MV 9; hp 25; THAC0 18; #AT 1; Dmg ld6 + 1 (ritiik); SZ M; ML 10.
3rd-level human female warrior (Iulutiun): Str 9 Dex 14, Con 14, Int 12, Wis 16, Cha 5; AL LG; AC 9; MV 9; HP 28; THAC0 18; #AT 1; Dmg 1d3 (garnok); SZ M; ML 11.
Where Found: Lilinuk
Where Found: Alpuk wilderness or Keryjek Range
Luftuk is the best businessman in Lilinuk, perhaps in all of Alpuk. He is a skilled, no-nonsense negotiator with an uncanny ability to judge the quality of goods and the integrity of his trading partners. If theres profit to be made, Luftuks sure to be involvedhe organizes the Lilinuk sukkiruchit, arranges koatulit and ekotupa, finds work for kayak builders and tirichik hunters, and even compiles and distributes soup recipes. Luftuk is honest and straightfoward, but he does nothing for free: he wont give directions to the nearest sea without asking for a pound of seal meat, and rumor has it that he refused to rescue a hunter sinking in a fairy ice pit because the hunter wouldnt give him his unungak. Luftuks only vice is his weakness for gambling. Wherever he goes, Luftuk carries a bag of tinguang dice, carved from dragon bone. After Luftuk strikes a deal, he often offers his trading partner a chance to gamble for the price. If Luftuk loses the tinguang toss, the item or service in question is free, hut if he wins, the trading partner must pay twice the normal price. Luftuk has
Kallak is the 30-year-old daughter of Joqui, one of the kiam of Jukum. She is sensitive, affectionate, and personable. Despite these attributes, she is shunned by other Iulutiuns because of her appearance: her face is horribly scarred, the result of falling into a cooking fire when she was a toddler. Much to the consternation of her family, Kallak has been unable to attract a mate. With reluctance, Joqui has attempted ekotupa with neighboring villages, but there have been no takers so far. Kallak feels degraded by Joquis efforts to get her married. She sees no shame in living without a mate and has pleaded with her mother to leave her alone, but Joqui ignores her. Six months ago, Joqui announced that a dowry of two kupuk, a new kupuk sled, and 200 pounds of seal meat would be given to anyone who would marry her daughter. The humiliated Kallak responded by stealing the family dog sled and leaving home in the middle of the night. Joqui
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animate an ice sculpture display on the outskirts of his village, an elaborate life-sized replica of two white dragons attacking a pair of tirichik. Mafwik completed the enchantment as best he could, but nothing happened. The disappointed Mafwik re-examined the instructions on the chunk and discovered that the enchanted sculptures would only become active when the temperature fell to -100 degrees. Jukum has not experienced temperatures that low in some time, but the iquemelum predicts an exceptionally harsh winter within the next year or two.
six muscular Iulutiun hunters on retainer to murder any business partners who refuse to honor their agreements and gambling debts. Luftuk is about 50 years old, with a square jaw and oversized nose that looks like a birds beak. He takes pride in his appearance, wearing spotless clothing of the finest quality. He is polite but blunt, his words flat and colorless. He taps his ritiik lightly on the ground when he wishes to emphasize a point.
Mafwik 3rd-level human male wizard (Iulutiun anagakok): Str 6, Dex 10, Con 14, lnt 14, Wis 8, Cha 10: XL, LG; AC 9; MV 9; hp 11; THAC0 20; #AT 1; Dmg 1-3 (garnok); SA and SD as for anagakok; SZ M; ML 10. Spells: 2/1
Mistukqu 3rd-level human male priest (Nakulutiun): Str 10 Dex 9, Con 13, Int 12, Wis 15, Cha 11; AL LG; AC 9; MV 9; hp 33; THAC0 18; #AT 1; Dmg 1-2 (trukaa); SZ M; ML 12. Spells: 2/1
Where Found: Jukum
Where Found: Isenghack
Amiable, outgoing, and cheerful, Mafwik is a middle-aged anagakok with a restless mind and an eagerness to learn. He wears a tattered seal parka that has been patched and repatched countless times, and carries a leather bag of mikka from which he continuously munches. One of the few anagakok with an interest in magical research, Mafwiks experiments seldom work out the way he planned. Among his creations are a magically-guided ice arrow (that tends to melt before it reaches its target), a magical parka guaranteed to keep the wearer warm in the coldest weather (except that the garment weighs about 200 pounds and radiates a stench that attracts predators), and a self-propelled kayak (good for about 10 minutes of use before it falls to pieces). At last years sukkiruchit, Mafwik traded a quiver of ice arrows to an Innugaakalikurit collector for a chunk of the Glacier of Ulutiu containing instructions for animating ice sculptures. Though the secrets for controlling the sculptures werent included on the chunkapparently, they were engraved on a section that had been broken off and lostMafwik figured hed give it a try anyway and hope for the best. A few weeks ago, Mafwik secretly attempted to
Mistukqu was originally a priest of Ulutiu in Wetikak until Tukurshuk, the village urit, announced a policy of vaakach, condemning all villagers with the syllable tuk in their names to be executed as heretics. Mistukqu renounced his faith in Ulutiu and fled east, eventually making his way to Lilinuk. During a sukkiruchit, Mistukqu met some Angulutiun representatives from Isenghack who were impressed with his knowledge of animal medicine, and promised him sanctuary in exchange for taking care of their caribou herd. Mistukqu gratefully accepted their offer. Mistukqu now makes his home in Isenghack where he treats ill and injured animals not only for his adopted village, but for villages throughout Angalpuk. He is familiar with the anatomy, physiology, and behavior of nearly every animal native to the Great Glacier, and has developed an impressive number of potions, poultices, and salves to treat them. There is a 50% chance that Mistukqu has a treatment for any ailment or trauma thats caused damage to a particular animal (the treatments work as potions of healing, specific to a particular species). If no treatments are available, animals who heal naturally under
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Mistukqus care regain hit points at the rate of 36 (1d4 + 2) per day. Animals belonging to Isenghack residents are treated for free; the Isenghack iquemelum sets prices for treating animals of outsiders. The charge for a treatment might be several dozen pounds of meat, a bundle of seal skins, or a days work constructing rissik. Mistukqu is a shy, sad-faced man about 40 years old. He is uncomfortable around people, preferring the company of animals. He lives in a cluttered minikitak with an ever-changing menagerie of pets, which usually includes a wolf cub, a caribou calf or two, and a few sled dog puppies.
White Claw before he was killed in an avalanche. In the eyes of the White Claw, Najass can never match the prowess of her father; Shes good, they whisper, but Tarrik was better. Najass is aware of the White Claws opinion, and struggles constantly to prove herself. Shes heard rumors of a venerable white dragon plaguing the village of Saichik and intends to track it down. Though he tried, Tarrik never managed to kill a dragon of that age: Najasas is determined to succeed where her father failed.
Tukurshuk 4th-level human male priest (Nakulutiun): Str 17, Dex 15, Con 18, Int 15, Wis 14, Cha 15; AL CE; AC 8; MV 9; hp 33; THAC0 18; #AT 1; Dmg 1-3 (garnok); SZ M; ML 14. Spells: 3/2.
Najass 7th-level human female warrior (Iulutiun): Str 17, Dex 15, Con 16, Int 10, Wis 10, Cha 9; AL LG; AC 8; MV 9; hp 66; THAC0 14; #AT 1; Dmg 2d6 (two-handed iuak; see below); SZ M; ML 16.
Where Found: Wetikak Tukurshuk is the imposing, arrogant urit of Wetikak who claims to the be the son of Ulutiu, a revelation he says came to him in a dream (although some suspect he manufactured the revelation to further his own ambitions). His kaiurit are designed to eliminate the weak (sickly and aged villagers are thrown into crevasses), encourage hatred of other races (extra meat is awarded for killing outsiders), and promote himself as a deity (all villagers are required to fall to their knees when he passes). Tukurshuk plans to transform the Wetikak residents into an army of fierce warriors, then lead them on a conquest of Nakvaligach, slaughtering those who refuse to join him. When he completes his Nakvaligach campaign, he plans to attend to the eastern heretics-the Alpuk Iulutiunswho must also be converted or exterminated. At nearly six feet in height, Tukurshuk is unusually tall for a Nakulutiun, which he says is further proof of his divinity. He has narrow eyes, thin lips, and ringlets of black hair. He exercises daily by carrying ice blocks up steep mountain sides, which has made his body rock-hard and given him exceptional endurance.
Where Found: Imajuvisik Najass is a master hunter, shrewd, strong, and fierce. Her wiry body ripples with taut muscles, and her hooded eyes are constantly alert. Adept with all types of weapons, she carries a ritiik and unungak strapped to her back, a quiver of ekaa slung over her shoulder, and a garnok tucked in her belt. Her preferred weapon is an oversized iuak carved from the backbone of a tirichik. Its point is covered with razor-sharp barbs, capable of inflicting 2-12 (2d6) points of damage. Najass leads a group of forty Imajuvisik hunters called the White Claw. The group is in much demand by settlements all across Alpuk to exterminate troublesome predators. A determined, fearless fighter, Najass has an impressive number of kills to her record. She singlehandedly killed a pack of winter wolves, and has been known to leap onto the backs of tirichik, wrap her legs around the writhing creatures necks, and stab them to death with her iuak. Despite her success as a hunter, Najass lives in the shadow of her deceased father, Tarrik, who taught Najass her hunting skills and led the
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Innugaakalikurit appraising, bowyer/fletcher, endurance, local history, mountaineering, survival
Uhokkaki 6th-level human female warrior (Angulutiun): Str 14, Dex 12, Con 14, Int 12, Wis 16, Cha 14; AL LG; AC 8; MV 9; hp 50; THAC0 15; #AT 1; Dmg 1d6 + 1 (ritiik); SZ M; ML 15.
Iulutiun dancing, direction sense, endurance, firebuilding, fishing, gaming, healing, hunting, survival, tracking
Where Found: Hupiik or Angalpuk wilderness Soft-spoken, kind, and compassionate, Uhokkaki is the highly-regarded pimataung of Hupiik, a position shes held for almost 30 years. Though in her late sixties, her face is wrinkle-free, her body strong and straight: only her head of thinning gray hair betrays her age. She has three fingers on her left hand, the result of a childhood encounter with a wolf pack that was terrorizing a caribou calf. Uhokkaki drove off the wolves and rescued the calf, but not before a wolf nipped off two of her fingers. In honor of her courage, the Hupiik adapted a wakiak of three parallel lines, representing Uhokkakis wounded hand. Unknown to her fellow villagers, Uhokkaki is going blind, the side-effect of a fall from a high cliff when she was scouting for stray caribou. Uhokkaki has kept her condition secret for fear that she will be ousted as pimataung and replaced by a younger tuiskotuk named Atatkiki. Though Atatkiki means well, Uhokkaki knows him to be incompetent; she believes his inevitable mismanagement of the herd will result in disaster for the village. Unfortunately, Atatkikis appointment is virtually assured, as his father and two uncles are members of the iquemelum. Meanwhile, Uhokkaki desperately seeks a treatment to restore her vision.
Nakulutiun astrology, endurance, fire-building, herbalism, hunting, religion, survival If an Ulutiun makes the same comment two times in the course of a conversation, you can be sure he is trying to convey something of profound importance. If he says it three times, you can be sure that he believes he is speaking to an idiot. Palus Frohm
Common Non-Weapon Proficiencies
If you are using the optional non-weapon proficiency rules, heres a list of the most common proficiencies of Great Glacier NPCs. The proficiencies are arranged alphabetically, not by character class, and are sorted according to race.
Angulutiun
animal handling, animal lore, animal training, direction sense, endurance, fire-building, hunting, rope use, survival
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Part Seven: Snow Baby (An Introductory Adventure) Above all things priceless is the value of a single child. Inum
drops). For convenience, assume that day lasts 14 hours (from 6 a.m. to 8 p.m. and night lasts 10 hours (from 8 p.m. to 6 a.m.) Incentive. If the characters drag their feet once they enter the Great Glacier, use any of the following as often as necessary to keep them going: Imply that the temperature is dropping; for instance, their faces may grow numb, their breath may turn to frost, or a frigid wind may begin to blow. Remind them that the colder it gets, the more danger they are in. They hear the howl of a wolf (or is it something else?) behind them. The more they linger, the closer the sound. Remind them of their mission (see the Players Background section below); if they dont hurry, their friend may die. Setting. The adventure begins in a dilapidated inn called the Frozen Finger, located in Ishe, a village of about 200 people a few miles south of the Great Glacier.
Snow Baby is an adventure for 3-5 player characters of level 5-7, with a total of about 20-25 levels for the entire party. The adventure is intended for first-time visitors to the Great Glacier, but its okay if the adventurers have been there before it will just be a little less challenging. Likewise, its assumed that they know nothing about kupuk, but again, its okay if they do-it will just be a little less fun. Use Map 3 (Mt. Akka Area) for reference.
DM Notes Movement. The adventure takes place in a region of the Great Glacier that is relatively clear and flat. As a rule of thumb, a typical character who is dressed for arctic weather and moderately encumbered can travel about 15 miles per day on foot; this allows for a few hours of light at the end of the day for building snowhouses or securing other suitable accommodations for the night. Weather. The adventure begins near the end of spring. Except where indicated in the text, daytime temperatures average about 10 degrees F., and nighttime temperatures average -10 degrees. The sky is clear, and there is no wind. Freezing. To determine freezing damage, the adventure uses the Arctic Endurance Ratings described in Part Two of this book. If the party takes common sense precautions, such as wearing warm clothing and staying indoors at night, they wont risk freezing damage, except where specifically indicated in the text. However, if our heroes do something stupid-for instance, if they refuse to wear the appropriate clothing or decide to take a dip in a freezing pond-penalize them ruthlessly until they wise up (consult the Arctic Endurance Ratings section in Part Two for specific penalties). Time. Keep track of the passage of time on a piece of scrap paper. While its seldom important to know the precise hour of the day, you need to know when night falls (and the temperature
Players Background When you are ready to start, read the following to the players. What are you doing here? The walls are so rotten that the wind howls right through them. The ales so foul that it tastes like it was dipped from a mud puddle. Surely the Frozen Finger must be the most dismal inn in all the Realms, though its perfectly suited, you admit, for this dismal village. Who in their right mind would live in a place like Ishe, only a few miles from the Great Glacier? You shiver against the bitter cold and glance at the low-lifes around you. At one end of the main room, a motley collection of grizzled trappers and drunken derelicts place bets on which of the dozen icicles hanging from the ceiling will fall first. Get me out of here, you think. I want to go home. And then you remember why you came. A few weeks ago, you received the terrible news that Jervin Wesselitt, a beloved family friend, had succumbed to a rare strain of
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Here you go, Vurl, he says to the innkeeper. Skin em up and keep a couple for your trouble. The innkeeper nods in your direction. So thems the great explorers? snorts the man. Kinda scrawny, dont ya think? Looks like a stiff wind might blow em away. The man roars with laughter, then makes his way to your table. Nothin personal, pals, he says, pulling up a seat. Laughin keeps you warm. He calls back to the innkeeper. Vurl, fry up one of them weasels and bring it over here for my pals. He turns back to you. Names Kahil Brogman. What can I do for ya?
fever plague. His doctors could do nothing but make him comfortable. The prognosis is bad, they said, shaking their heads. He hasnt much longer, maybe a year if hes lucky. For the next month, you scoured the countryside, vainly searching for a remedy, until at last you found an elderly wizard in Bloodstone Village who said, yes, hed heard of the plague, and yes, he thought he could cure it, but hed need some kupuk eggs. Kupuk eggs? The wizard explained that the kupuk is a monstrous beast found only in the Great Glacier. It resembles a cross between a dog and a walrus and lays golden eggs. The wizard had never actually seen one; a colleague, now long dead, told him about the creature. The wizard said that an explorer named Kahil Brogman might be able to help you find a kupuk. Kahil lives in Ishe, he said, a tiny village near the border of the Great Glacier. He was an assistant to the great Palus Frohm. You have heard of him? Who hadnt? Palus Frohm was one of the greatest explorers whod ever lived, the author of the legendary arctic survival guide Blood and Ice. If Kahil Brogman was half as knowledgeable as Frohm, youd never find a better guide. Last night, you arrived in Ishe and headed directly to the Frozen Finger, the villages only inn. Yes, Brogman lives here, said the innkeeper, but no, hes not around today. Out trapping, he said, back tomorrow. Ill get the word to him. Hell meet you here in the morning. Morning has since come and gone, and your patience is wearing thin. As you contemplate making the trip into the Great Glacier alone, the door swings open. In steps a stocky man about 50 years old, clean shaven and steelyeyed, with ruddy cheeks and a broad grin. He wears a bulky parka made of dirty polar bear fur, and carries a half-dozen dead weasels under his arm. The man tosses the weasels on the bar.
The gruff and loud-mouthed Kahil Brogman tends to exaggerate his skills, but he has a solid reputation as a hunter and guide. If the party is skeptical about Kahil, assure them that they have used their own resources to verify his trustworthiness. Kahil Brogman (4th-level fighter): Str 14, Dex 11, Con 15, Int 9, Wis 10, Cha 9; AL LG; AC 8 (thick furs); MV 12; hp 33; THAC0 17; #AT 1; Dmg 1-6 (iuak); SZ M; ML 14. Kahil listens carefully to the partys story. When they have finished, he says, You did the right thing by coming to me. I think I know where we can find you some kupuk eggs. If they ask him about kupuk, he says, Theyre as big as horses, as mean as dragons. Nasty critters. (Kahils information is second-hand; he hasnt actually seen one, though he pretends he has. Likewise, he has only heard rumors about the location of kupuk eggs; he hasnt actually been there himself. ) If they ask about his relationship with Palus Frohm, Kahil says his father helped Frohm write his book. I heard it all when I was growin up. Better than goin to school. (This isnt true. Kahils father didnt know Frohm. Kahil has never even read Frohms book, but he pretends otherwise because its good for business; whatever knowledge Kahil has about the Great Glacier has been learned from his own experience).
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If the adventurers suggest recruiting a few Ishe residents to go with them, Kahil laughs, Good luck, pals! There aint a bigger collection of cowards anywhere in the Realms! (All recruitment attempts are futile. Some residents are cowardly, the rest think the party are crazy for risking their lives in the Great Glacier and refuse to join them for any amount of money.) Before their plans go any further, Kahil suggests they get the matter of his fee out of the way. I want 100 gp, he says. Payable in advance. The fee is non-negotiable, though Kahil accepts goods of equivalent value (hes particularly fond of weapons). If the group doesnt have the money, Kahil reluctantly gives them a break (hes sympathetic to their situation. My grandpa died of a fever plague, he says, wiping a tear from his eye). He takes what they have, then says they can owe them the rest. Dont let it get around. Bad for my reputation.) When the fee is settled, Kahil says they should relax for the rest of the day, then meet here in the morning to go over their route. In the meantime, you better scrounge up some better clothes. You dont wanna freeze to death your first day out. Kahil tells the group to talk to Vurl the innkeeper, who fixes them up with suitable clothing. Stay in the Finger tonight, he says, its as good as youre gonna get in Ishe. Besides, he whispers, Ill see that you get a good deal. (Kahil calls in a factor from Vurl so that the group gets room and board at the Finger for free.) Kahil bids the party farewell, then leaves the Finger. Kahil spends the rest of the day shooting the breeze with his friends, setting traps near a stream outside of town, and relaxing. Hes always available for questions, but has nothing much in the way of answers. Well be seeing enough of each other in the next couple of weeks, he says. Go back to the Finger and relax. Unless the party already has clothing suitable for frigid climates, they need to consult with Vurl, who sells them complete arctic outfits (insulated parka, gloves, boots, underwear, and trousers) for 75 gp per character. As part of the package, Vurl throws in a sleeping bag, a fishing line and fishhook, a pair of snow goggles, and a face razor.
The party can talk him down to 50 gp each, but no more. If characters cant afford to pay, they can trade goods of equivalent value, or work for Vurl the rest of the day skinning weasels and other game animals to work off 10 gp of the debt; Vurl gives credit for the rest. (If the characters use Vurls arctic outfits, they are well-protected for the purposes of determining Arctic Endurance Ratings, as explained in Part Two of this book. Otherwise. the DM must use her own judgement to determine how protected they are; presumably, they are at least moderately protected, or they wouldnt be able to tolerate the weather in Ishe.)
Final Preparations The night passes uneventfully. The following morning, Kahil meets them as promised. He checks their outfits, admonishing any who arent dressed appropriately (You wanna die young, son? Has your brain froze up on you already?). if a character insists on wearing less-than-ideal clothing, Kahil shrugs, Its your funeral, pal. (Poorly dressed adventurers will pay the price later.) Kahil has a portable cooking stove and enough utensils for everyone. He also has several gallons of cooking oil, which he distributes among the party. Well just take enough food for the first day or two, he says, making sure everyone has a few pounds of biscuits and dried fruit. Well hunt and fish along the way. You gotta have fresh meat if you wanna stay alive. Be sure to take your weapons, Kahil says. Well need em for hunting. He carries an iuak himself, and gives a spare to a random character for cutting ice blocks, he says. Kahil also carries a shovel and a 4-foot wooden rod. This heres for testing snow to make ice blocksyoull see. You can stow the rest of yer junk with Vurl itll only slow you down. You wont need tents either. Nowheres to pitch em. Were gonna build snowhouses instead. Git that stupid look off yer face, Ill teach you how. Its a snap. And before you ask, were gonna walk it; pack animals wouldnt last a day where were going. If the party doesnt follow Kahils suggestions, Kahil
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refuses to go with them. I aint gonna risk my life for anybody whos too stupid to listen to common sense. Kahil then sits at a table and removes a blank piece of parchment from his parka. He sketches a rough map, showing the party the route they will be taking. (Sketch a map for the players, based on Map 3. Include the mountain ranges, the area 1 pass, the area 3 and 7 streams, and the area 11 double-peaked mountain. Mark an × where area 2 is indicated. Do not include areas 5, 6, 8, or 10, or the village of Puttak; Kahil doesnt know about them.) Kahil says they will begin in Ishe, then take the pass (1) though the mountains. He figures they can travel about 15 miles per day, which puts them at the × (2) by the end of the first day. They will continue due north, crossing two streams (3 and 7), then follow the northern stream (7) west until they reach Mt. Akka (11). Thats where the kupuk are supposed to live, he says. The trip to the kupuk mountain shouldnt take more than five days. Weve got enough food for the first half of the trip. The southern stream (3) aint much for fishing, but in this stream (he points to area 7), fish practically jump in your lap. We should be able to catch enough there to last us the rest of the way. Kahil folds up the map and puts it in his pocket. Just a couple of tips before we get started, he says. First, we gotta always stop early enough in the day to make us a snowhouse. If we get caught outside at night, well freeze our fannies off. Second, well be crossing two streams, but we gotta stay out of the water. If you get wet out there, you freeze to death a lot faster. We gotta find us some solid ice to get across. Kahil rises. Thats it, pals. Lets go get some snow on our shoes. Proceed to the Trip to Mt. Akka section below. Note to the DM. Once the party learns the route to Mt. Akka, they may decide they dont want Kahil to go with them. If so, hes offended, but accepts their wishes. Youll never find your way without me, he says. Ill be right here waitin for you to crawl back. And when you do, my price doubles. (He does what he says; if the characters change their minds and come back
for him, he demands 200 gp for his services. Of course, they are free to make the trip without him; if so, ignore all subsequent references to Kahil. But note that if the characters dont know how to make snowhouses and dont have access to some other type of suitable protection, they suffer brutal-and possibly fatal-effects from sleeping outside at night in the bitter cold.)
The Trip to Mt. Akka If the group follows Kahils route, it should take them five days to reach Mt. Akka. Events for each day are described below. However, if they lose their way or are otherwise delayed, it may be necessary to make adjustments; for instance, if they dont reach area 7 until Day Four, then stage the Day Three events on Day Four. If it takes the party more than five days to reach Mt. Akka (area 11), assume that nothing special happens to them until they complete the trip (at which time, proceed to the Caverns of Mt. Akka section). The adventure presumes that the party builds and sleeps in snowhouses along the way (as explained in the Building a House section below). Characters protected in a snowhouse are safe from the effects of cold (they dont have to make AER checks). If the party comes up with an alternative to snowhouses, thats fine, but remember that there are no building materials other than snow and ice in this section of the Great Glacier. There are no caves, and sleeping around a camp fire or other heat source does little to prevent the effects of freezing, so long as the characters are exposed to the open air. Before the party leaves Ishe, determine Arctic Endurance Ratings for each adventurer. If they have suitable arctic clothing, their AERs should all be 100 or above. Dont make AER checks except where directed in the text (even if characters with an exceptionally low Constitution have an AER less than 100, give them a break for now). Dont worry about an AER for Kahil; as will be seen, he wont need it.
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Day One
mountainside, raining on the party. The rumble rises in intensity, continuing for the next three rounds; those who spend at least one of these three rounds running away, flying, or otherwise vacating the area in either direction (north or south) are safe from the coming avalanche. Any who stay where they are, or move no faster than their normal movement rate are caught in the avalanches path. If half of the party vacates the area, Kahil gets the message and runs away too. The avalanche is a small one by Great Glacier standards, dumping only a few feet of snow and debris into the pass. There is no chance of characters being buried in the avalanche, but any who dont vacate the area suffer 2-8 (2d4) points of damage from the debris. If the characters confront Kahil about his poor judgement, he grudgingly admits he was wrong about the rumble. So I messed up. Anybody can be wrong. Now lets keep movin.
The first ten miles of the trip takes the party through a narrow pass bordered by mountains of ice, hundreds of feet tall. The air is clear and dry, and there is no wind. The sun glares brightly against the sheer white surfaces, causing the adventurers to squint, even with their snow goggles in place. Except for the sound of boots crunching in the snow, all is silent. The temperatures are bitterly cold, but the party quickly adjusts; aside from numb faces and cracked lips, they suffer no ill effects. Occasionally, Kahil asks them how they are doing; otherwise, he discourages small talk. Save your energy for walking, he says. Events The following events occur before the party leaves the pass, in the order indicated; the exact time is up to the DM. Event One. Kahil comments on the absence of game. Good thing we brought enough food for a while. Take my word for itthere aint no animals in these mountains. Event Two. A long howl, like that of a wolf, echoes through the pass, joined a moment later by a cacophany of similar howls. The howls originate from somewhere in the mountains above, but it's difficult to pinpoint the source. The howls continue for a minute, then stop. If confronted with his earlier assurance about the absence of animals, Kahil mutters, Sounded like the wind to me. Didnt sound like no animals. (Hes lying, not because of any sinister motive, but because he hates to be wrong. The sounds came from a pack of winter wolves who are tracking the party.) Event Three. The party hears a rumble high above them that sounds like thunder. The rumble lasts only for a moment. Any character making a successful Intelligence check realizes that the rumble is similar to the sound that precedes avalanche. If the party mentions this to Kahil, he laughs. Youre just nervous, pal. I know the sound of an avalanche, and that aint it. Two rounds later, the rumble begins again, this time louder. Small pebbles cascade down the
Kahil Comes Clean After their experiences in the pass, some may begin to question Kahils capabilities. If pressed, Kahil admits that his father had no association with Palus Frohm. Okay, so I made that part up, he confesses. But Ive read his book. I know it inside and out. If the characters continue to press him, he admits with exasperation, All right! All right! So I never got around to reading the book. But I know what Im doing. Kahil apologizes for exaggerating his expertise, but says he needs the work (which is true). If the party wants to send Kahil back to Ishe, he goes, but they are on their own (and unless they know how to build snowhouses, they may be in trouble when night falls). If they agree to let him stay on as their guide, Kahil promises to be up front with them and do as good a job as he can (he will keep his word). Building a House When the party reaches area 2, Kahil says its time to stop for the day. They have about four hours left of sunlight, enough to build a snowhouse. Kahil leads the party through the construction of a simple 10-foot-diameter snowhouse as de-
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scribed in the Ilutiun Architecture section in Part Three of this book. It isnt necessary to roleplay the entire process, but impress upon the players the following points: If the party doesnt sleep indoors at night, they risk freezing to death. Snowhouse blocks must be made from suitable snow; test for even consistency with a 4-foot wooden rod (which Kahil brought with him). If the snow isnt consistent-if the rod doesnt sink evenly for a depth of 4 feet-it can still be used for snow blocks, but the house wont be as strong. (The snow near area 2 is consistent to 4 feet.) A snowhouse consists of a spiral of stacked blocks, a tunnel entrance, and a fire inside to keep the air warm. It takes about four hours to build a simple snowhouse (assuming a team of about four workers). When the snowhouse is finished, the party may settle down for the night. The interior of the house is quite warm: Kahil is clearly proud of his accomplishment. See? he crows. I told you I know what Im doin. When night falls, the temperature outside falls to - 10 degrees; those who venture outside suffer a -20 penalty to their AERs.
shortly after he leaves the snowhouse, if they stay inside), a pack of three winter wolves leap at Kahil from behind a snowdrift, snarling and clawing, blasting their frost breath. Winter wolves (3): Int average: AL. NE; AC 5; MV 18; HD 6; hp 36 each; THAC0 15; SA exhale stream of frost once every 10 rounds at any target within 10 feet, causing 6-24 points of damage; SD immune to cold-based attacks, fire-based attacks cause an extra + 1 point per die of damage: MR 13; SZ L; XP 975. The wolves rip and tear at Kahil, who screams, then falls silently into the snow. A moment later, the attack is over, and the wolves race into the darkness; they plan to finish off the rest of the party another time. The ambush occurs so quickly that any outside the snowhouse have little time to react (however, if any character manages to catch up with the pack, the wolves attack viciously, escaping at the earliest opportunity). Those inside the snowhouse hear snarls, screams, then silence. Kahil is dead, his body covered with deep slashes and caked with frost. The rest of the night is without incident.
Day Two
Goodbye, Kahil
The party must decide whether to forge ahead or return to Ishe. If they return to Ishe, they are unable to find another guide and must either go back to the Great Glacier by themselves, or give up (in which case, the adventure is over; proceed to the Resolution section). If the party decides to continue, they may take all of Kahils equipment with them; if they like, they may bury him in the snow. The terrain between Kahils campsite (2) and the southern stream (3) is flat and bleak. The trip is uneventful until they reach the stream.
In the middle of the night, a chorus of howls startles the party from their sleep. The wolf-like howls resemble those heard earlier in the pass, but they are much closer, possibly within a few yards of the snowhouse. Kahil says he will investigate. He discourages the party from joining him, saying, Youll be safer in here. Ill let you know if I need you. If they insist, one or more of the characters can come with him. The howling stops as soon as Kahil (and any accompanying party members) leave the snowhouse. The night is pitch blackthose who go with Kahil notice nothing unusual. If any adventurers are with Kahil, he suggests they spread out and search the area carefully; if they try to stay with Kahil, he bolts out on his own, determined to get to the bottom of the disturbance. As soon as Kahil separates from the group (or
Crossing the Stream
The southern stream (3) ranges in width from 30-100 yards and 4-8 feet in depth. When the party approaches the stream they see puddles of standing water spotting the surface. The ice is
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hole in the ice bridge. The bear waits for fish to swim by the hole, then scoops them up and eats them. There havent been many fish, however, and hes hungry. He eyes the party curiously, but doesnt move.
translucent, almost clear in spots, and laced with tiny cracks. If anyone steps on the ice, it gives slightly under their weight, threatening to break. Unless the characters can (FI)fly, teleport, or otherwise cross the stream without actually setting foot on it, they have several options: Cross Here. The entire stream, except for a small section east (see below) is covered with young (semi-solid) platform ice. If they attempt to cross, check for breakage. For every 100 pounds of weight, there is a 10% cumulative chance that the ice will break (estimate each characters weight, rounding up to the nearest 100 pounds; for example, a 150 lb. adventurer has a 20% chance of breaking the ice; if in doubt about a characters weight, assume the chance is 20%). Make a check for breakage for every 10 yards; presumably, the party attempts to cross at the narrowest (30 yards) point. If an adventurer falls through the ice, theres not much of a chance of drowning in the shallow waters, but hes likely to get drenched. A wet character suffers a -10 penalty to his AES; if this puts his AES below 100, he must make AES checks until he dries out. A wet character can dry himself by spending 2-6 (1d4 + 2) hours near a fire or other heat source. Otherwise, it takes two full days for his body heat to dry his clothing. Go West. The stream ends at an immense valley filled with tiny spherical crystals that sparkle like rainbows (5). Tall mountains of ice border the valley on the west and south. The crystals are fairy ice, filling the valley to a depth of 100 feet (variously-sized ice chunks line the bottom 10 feet of the valley). The fairy ice has the texture of quicksand. Anyone stepping in the fairy ice sinks at the rate of 2 feet per round; to adjudicate the results of sinking in the fairy ice, see the Fairy Ice section in Part Two. Go East. About 15 miles east of the fairy ice valley (5) is a section of the stream made of opaque ice (4), free of standing water. The section is about 20 yards wide and extends completely across the stream (a length of 30 yards). The ice is rock-solid and easily supports the weight of the entire party. On the north shore, a polar bear sits beside a
Polar bear: Int semi-: AL N; AC 6; MV 12, SW 9; HD 8 + 8; hp 64; THAC0 13; #AT 3; Dmg 1-10/110/2-12; SA a paw hit of 18 or better indicates a hug that inflicts an additional 3- 18 points of damage; SD fights for 2-3 rounds after being brought to 0 to - 12 hit points; SZ H; ML 10; XP 2,000. The heroes have several options for dealing with the bear: If they wait and do nothing, the bear wanders away in 3-4 hours. The party can safely cross the stream; the bear wont return. If the adventurers attack the bear from a distance, such as with a missile weapon, the bear gets mad. He lifts his head and roars, then scampers across the ice bridge in their direction. If they stay put, the bear fights to the death with his claws and teeth. If they run, he pursues the party for at least a mile, then returns to his hole. (The bear avoids the platform ice, though he automatically falls through if he steps on it, However, the bear can swim and suffers no ill effects from immersion in the water.) If the party crosses the bridge, the hear rises to attack when they get halfway across. He attacks and pursues as described above. Lake Taak. The lake (6) is solid ice 10 feet thick, and can support the entire party without breaking. However, the tributary linking the lake with the northern stream (7) is completely covered by platform ice, just like the southern stream (3).
Fishing
Fishing is poor in the southern stream (2); characters have a 5% chance per hour of catching fish big enough to feed them. Those with the Fishing proficiency may make a proficiency check only once every three hours.
Wild Night
At the end of the day, the party may wish to
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build a snowhouse to protect themselves against the freezing night. Assume it takes the party four hours to build a snowhouse; if they start too late in the day, begin making AES checks as soon as the sun goes down (the temperature falls to -10, causing a -20 penalty to AES checks). All of the snow within 5 miles of either shore of the southern stream (3) is of uneven consistency; that is, a 4-foot-rod wont sink evenly all the way through. Snow blocks can be cut from this snow, but the snowhouse wont be quite as strong as one built from consistent snow. The party must decide whether to build their house from the weak snow adjacent to the southurn stream (3) or travel north or south to find strong snow (all snow more than 5 miles away from either shore of the stream is strong snow). Note that if the party searches for strong snow, they may be doing so in the dark (depending on what time of the day they begin the search), suffering the appropriate AES penalty. Regardless of whether the adventurers choose strong or weak snow, the snowhouse is constructed as described in the Building a House section above. Either type of house offers full protection from the cold. The night passes quietly, until about three hours before dawn when the party is awakened by wolf howls similar to those heard the night before; the howls belong to the winter wolves (see the Goodbye Kahil section above) who have returned to finish off the party. Shortly after the howls begin, the wolves batter and claw at the sides of the snowhouse. What happens next depends whether the house is made of strong or weak snow. Strong Snow. The wolves claw at the house for an hour, but wont be able to get in. If the party wishes to leave the snowhouse and battle the wolves, they are free to do so; the wolves attack ferociously with their frost breath and teeth, fighting to the death. Otherwise, if the party remains inside, the wolves give up after an hour and withdraw: they wont bother the party again. Weak Snow. The wolves batter the house for an hour; chunks of snow fall from the walls, and the house threatens to collapse. During that
hour, the party is free to go outside and fight the wolves as described above. Otherwise, after an hour of battering, the house collapses in a pile of rubble. The wolves charge and attack the exposed characters, fighting to the death. The band takes no damage from the collapsing house, but after they deal with the wolves (assuming the wolves dont kill them), they suffer a -20 penalty to their AERs as long as they are exposed to the open air. (Its unlikely that the heroes are able to avoid spending the rest of the night outside. There isnt enough time to build another snowhouse, there are no caves for shelter, and an open-air fire or spells such as resist cold wont help much.)
Day Three and Beyond The terrain north of the southern stream (3) is similar to that south of the stream-flat, empty, and bleak. For six hours during the daylight hours of Day Three (the exact time is up to the DM), a 10 mile-per-hour wind blows from the south, creating a wind chill that lowers the daylight temperature to - 10 degrees and inflicts a -20 penalty to the partys AERs; make AER checks as appropriate.
The Northern Stream
The northern stream (7) is 10-30 yards wide and 5-8 feet deep. Unlike the southern stream, theres no platform ice; instead, most of the surface is clogged with variously-sized ice chunks. Characters can traverse the stream by hopping across ice chunks; this requires one successful Dexterity check per 10 yards of stream (presumably, the party crosses at a narrow point, requiring only a single check). If the check fails, the hapless soul falls in the water and suffers the drenching effects described in the Crossing the Stream section above (if the victim is still drenched from falling in the southern stream, a second drenching causes no additional penalties). Fishing is excellent here. Characters have a 25% chance per hour of catching fish big enough to make a meal. Those with the Fishing proficiency may make a proficiency check twice per hour.
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(If the DM wants to make the partys fishing experience more interesting, she can stock the stream with some or all of the fish described in the Fish of the Great Glacier entry in the Appendix.)
The Caverns of Mt. Akka Mt. Akka is a double-peaked mountain of solid ice, about 1,000 feet tall. A 10-foot-diameter cave opens near the foot on the south side. There are no footprints or any other signs of life near the cave (blowing snow has covered the footprints of the Puttak women). Refer to the inset map of the Mt. Akka Caverns. 1. Main Cavern. Long icicles hang from the 60-foot-high ceiling of this otherwise empty cavern. If the party listens carefully, they hear the sounds of human female sobbing drifting from area 5. 2. Crevasse. This is identical to areas 8 and 10 on the main map. An underground passage, 100 feet deep, links this crevasse with area 4 (as well as with areas 8 and 10 on the Mt. Akka Area map). 3. Tirichik Cavern. Another cavern of solid ice. There are two 1-foot-diameter holes in the west wall, about 5 feet from the floor, leading to area 5. The sobbing sounds originating in area 5 are quite audible here. If the characters peer through one of the holes, they see the women in the adjacent cavern (see area 5). If they call out to the women or otherwise draw attention to themselves, one of the women (Jirasee area 5) screams for them to leave the area 3 cavern: Theres a monster in there! Get out! 4. Crevasse. This crevasse is similar to the area 2 crevasse, except that its surrounded by deep claw marks in the snow. The claw marks resemble those near the northern stream crevasse (area 8 on the Mt. Akka Area map). A tirichik lurks in the bottom of the crevasse. The tirichik wont attack the party while they are in area 3, as theres not enough room for it to maneuver. 5. Ritual Cavern. Wisps of steam rise from stone pots of burning blubber spaced evenly about the floor of this cavern, filling the air with the aroma of mint and hot oil. Intricate patterns of circles and triangles are carved in the icy walls. Huddled against the north wall are three women wearing seal skin parkas and bulky trousers. The women have yellow skin, black hair, and round faces with flat noses and tiny ears.
Strange Sights
If the party follows the northern stream, they may notice the following on their way to Mt. Akka: Crevasses. These two crevasses (8 and 11) are 100 feet wide and several hundred feet deep. Anyone coming within 5 feet of the edge of a crevasse must make a successful Dexterity check, or slip and fall. If the character falls, a second Dexterity check determines if he grabs the side; if the check fails, he plummets to his doom, never to be seen again. Deep claw marks in the snow surround crevasse 8. The marks appear to have been made by a huge creature, but the neither party nor Brokk is able to identify it. (A deep passage links the area 8 and 11 crevasses, and also goes to crevasses 2 and 4 in the Mt. Akka Caverns map. A tirichik lives in the passage; currently, the tirichik is in the bottom of crevasse 4 in the Mt. Akka Caverns map.) Wreckage. A wrecked vessel lies near the north shore of the stream (area 9); all thats left of it are fragments of a wooden frame and shredded seal skins. The vessel is unsalvageable. There are no bodies, nor is there anything of interest among the debris. (The vessel was a small umiak. About a week ago, a pregnant woman, her mother, and four friends left Puttak for Mt. Akka to perform a special birth ritual. When the umiak reached area 9, a tirichik attacked, killing three of the womans friends and dragging their bodies back to crevasse 8. The terrified pregnant woman, along with her mother and surviving friend, fled to the safety of Mt. Akka to await the birth of the womans child, hoping that a Puttak rescue party is on the way.) Brokk cant explain the wreckage, but it clearly spooks him. He points in the direction of Mt. Akka, wishes the party good luck, and heads in the opposite direction; the party wont be able to convince him to change his mind and continue with them.
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One of the women is dead, slumped against the wall; her body looks as if it has been slashed with razors. Another woman (Kerut), who appears to be in her early twenties, lies on her back on a blanket of polar bear fur. Shes obviously pregnant, moaning in pain, her eyes squeezed shut. A third woman (Jira) in her late thirties, hovers over Kerut; shes struggling to control herself, muttering soothing words to the Kerut and caressing her brow. When Jira sees the party, she brightens for a moment, then becomes anxious again. Hurry and come in! she gasps. The tirichik can get you there!
women; its killed one so far.) The 20-foot-long tentacles attack as HD 13 monsters with AC 1, each successful attack inflicting 1-8 points of damage. The tentacles have 5 hit points each (which dont count against the tirichiks normal number of hit points). Because the tentacles are in constant motion, opponents suffer a - 2 penalty when attacking them. Jira comforts her daughter during the attack and doesnt help the party fight the tentacles. If the party severs one of the tentacles (by inflicting 5 points of damage), the other tentacle withdraws (the tirichik scuttles back into crevasse 4; the tirichik also retreats into the crevasse if characters leave area 5 and enter area 3, or if they manage to attack it through one of the holes in the wall.) At the end of the tentacle attack, all is calm again. If they hurry, the group can now leave the caverns and escape the tirichik, but Jira refuses to go with them; she wont leave her daughter, whos too weak to move. (If the party flees, assume the tirichik resumes his tentacle attacks against Jira and Kerut; eventually, the tirichik kills them both. The tirichik remains in the crevasse; it surfaces to attack the party if they return to the caverns.) Five rounds after the tentacle attack ends, the tirichik emerges from crevasse 2 and charges towards the passage leading to area 5.
Kerut (1st-level Iulutiun fighter): Str 9,. Dex 15, Con 16, Int 14, Wis 12, Cha 13; AL LG: AC 9; MV 9; hp 4; THAC0 20; #AT 1; Dmg 2-8 (unungak); SZ M; M L 9. Jira (2nd-level Iulutiun fighter): Str 8,. Dex 9, Con 15, Int 13, Wis 10, Cha 10; AL LG; AC 9; MV 9; hp 12; THAC0 19; #AT 1; Dmg 1-6 (iuak); SZ M; ML 10. Adventurers who examine Kerut and make a successful Intelligence check confirm that shes near the end of her term. Jira explains that shes been feverish for days. I fear for her. And for the child. Can you help us? Characters with the Healing proficiency, potion of healing, or healing spells can reduce Keruts fever and make her comfortable, but she remains weak and tired. Breathlessly, Jira explains that Kerut is her daughter, about to give birth to her first child. They are Iulutiuns from the village of Puttak who came to Mt Akka to perform a special birth ritual. But a tirichik ambushed our umiak and killed three of our friends. Its followed us here. It killed Frikik already! (She gestures to the dead woman.) It will kill us too! Before the party has a chance to ask for details, a pair of white metallic tentacles ending in needle-like points thrusts through the holes in the west wall, thrashing like whips. Jira screams. The tentacles begin to strike at the heroes. (Since the tirichik is too big to enter the passage leading to area 5, its been poking its tentacles through the holes in the walls in an attempt to kill the
Tirichik: Int semi-; AL CE; AC 1; MV 12, Br 3; HD 13; hp 73; THAC0 7; #AT 1 or 2; Dmg 3-24 (3d8) or 1-8/1-8; SA strike at target 5 feet distance, giving a +2 bonus to attack roll (every other round: cant attack in round following strike attack), tentacles (see text); SD opponent suffer -5 to surprise roll if creature is concealed, immune to all forms of natural and magical cold; SZ G; ML 16; XP 5,000. Though the tirichik cant squeeze through the passage leading to area 5, it batters against the walls of the passage, as if trying to smash its way through (it cant, but its okay to let the party think it might). If they make missile attacks against it, the tirichik withdraws, either hiding around the corner or inside crevasse 2in any
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case, it wont be a passive target for long-range attacks. If any characters enter area 1, the tirichik attacks with its teeth and its intact tentacle (note that if its tentacles are gone, it can only make bite attacks). The tirichik varies its attacks according to the situation: It may wait near the south end of the passage leading to area 5, then attack with its neck strike at anyone moving through the passage from area 5. It may hide in crevasse 2 and spring out to surprise the party as they move through area 1. It may move to area 3 and poke its intact tentacle into area 5 to drive the party into area 1. It may claw its way to the ceiling of area 1. wait for the party to enter, then drop to the floor to attack. The tirichik fights to the death, intending to kill the party and the two Iulutiun women. If the party wont leave area 5 to fight the tirichik, the creature continues to batter the walls of the passage. The walls of area 5 begin to crack, snow and ice falls from the ceiling, and an ominous rumble comes from above (let the party believe that if the tirichik continues to batter the passage, the entire cavern system may collapse, burying them alive under tons of debris. This actually wont happen, but it gives them something to worry about and encourages them to take action against the tirichik). If the heroes defeat the tirichik, proceed to the Aftermath section. 6. Kupuk Cavern. Kupuk often come here to lay eggs, but currently, the caverns deserted. Bones of wolves, deer, and rabbits are scattered near the north wall, remnants of kupuk meals. 7. Fairy Ice Pit. This is a 10-foot-deep pit filled with tiny ice spheres, similar to the fairy ice valley in area 5. The characters have the same risk of sinking here as in area 5, but because the pit is fairly shallow, theres less chance of suffocating. Kupuk sometimes use the pit to deposit infertile eggs. At this time, there are a dozen eggs at the bottom. Unless the adventurers have learned this from the women in area 5, they are not likely to discover the eggs themselves. But if they do. they are free to take them and leave the cavern,
avoiding the confrontation with the tirichik (of course, this requires them to ignore the cries from area 5, which true heroes surely wouldnt do).
Aftermath If the party deals with the tirichik, Jira thanks them, then offers to help them any way she can. She provides them with details of the birth ritual (as explained in the Puttak and Mt. Akka entries in Part Five of this book) and give them general information about tirichik and kupuk (as explained in the Appendix). If the party asks about kupuk eggs, she tells them that kupuk use Mt. Akka as a nesting area; the adventurers may able to find infertile eggs in the fairy ice pit (area 7), which they are free to take. Jira says that Kerut is likely to have her baby within the next 24 hours. The heroes may go on their way, or they can stay and give Jira a hand. If they leave, proceed to the Resolution section If they stay, Kerut goes into labor that evening. (The characters dont have to assist with the birthKerut takes care of thatbut they can provide moral support.) After a few hours of labor, Kerut delivers a healthy baby girl. Keruts fever breaks shortly after; shes fine. Jira tells Kerut that without the heroic efforts of the group, they all would have died. Kerut is so grateful for the partys help that she asks them to honor her by participating in the Iulutiun naming ceremony (as explained in the Naming the Baby section of Part Three of this book). The first syllable of the childs name will be Ki, after the babys aunt (who shares the infants curly hair). Kerut asks the party to choose one character to be the ariak (the party may choose whoever they wish). The ariak offers the baby one syllable of his name; for instance, if the characters name is Irit Stonehand, he may offer Ir as the second syllable, forming the name Kiir.) The character then dresses the baby in her first clothes (a seal skin blanket is available), completing the act of anariak. (Since the adventurer is an honorary ariak, hes not obligated to give up his birthday or fulfill any of the other duties associated with an Iulutiun ariak.)
90
A few hours later, a scouting party of eight Iulutiuns arrives from Puttak to check on the birth. Jira and Kerut tell them all about the partys heroics; the impressed Iulutiuns graciously thank the party. The Iulutiuns offer to guide the party out of the Great Glacier, back to the pass that leads to Ishe (1); if the party accepts, the Iulutiuns provide all necessary food, build the snowhouses, and scare off predators, ensuring a safe and easy trip home.
Resolution If the party fails to recover any kupuk eggs, Jervin Wesselitt quitely passes away in his sleep. Jervins family thanks the party for their efforts but are clearly disappointed. When word gets around, it may be a while before the group is offered another mission. If the heroes recovered the kupuk eggs, they notice the eggs beginning to melt as soon as they leave the Great Glacier; however, the melted eggs can be kept safe in any container. Not only do the liquid eggs serve to cure Jervin, an eccentric collector offers to buy the leftover eggs for the handsome sum of 10,000 gp. Because sound travels farther in arctic climates, the crying of an infant presents a special problem, as it can draw. the attention of predators. The Iulutiuns silence unhappy babies by giving them to the family kupuk. The kupuk encircles the baby with its tail, then allows the child to suckle its paw. Both the infant and the kupuk seem to enjoy this arrangement. Palus Frohm
9 1
Dwarf, Arctic (Inugaakalakurit)
FR14 ©1992 TSR, Inc. All Rights Reserved
CLIMATE/TERRAIN: FREQUENCY: ORGANIZATION: ACTIVE TIME: DIET: INTELLIGENCE: TREASURE: ALIGNMENT: NO. APPEARING: ARMOR CLASS: MOVEMENT: HIT DICE: THAC0: NO. OF ATTACKS: DAMAGE/ATTACK: SPECIAL ATTACKS: SPECIAL DEFENSES: MAGIC RESISTANCE: SIZE: MORALE: XP VALUE:
Arctic (Great Glacier) Rare Clan Any Omnivore Varies (3-18) M (x5); Q Varies, but usually lawful neutral 10-100 8 (10) 6 1 19 1 1-8 (weapon) See below See below See below S (2-3 tall) Elite (13) Varies
Squat, hardy, and eccentric, the Innugaakalikurit are the only dwarven race native to the Great Glacier region. With blocky bodies, pinched faces, and stubby legs, Innugaakalikurit resemble normal dwarves who have been squashed. They seldom exceed 3 feet in height, and are nearly as broad as they are tall. Their eyes are bright blue, their cheeks as ruddy as apples. Normally, their skin is white, almost bluish, but because of their fondness for basking under the bright sun, many Innugaakalikurit are sunburned red from head to toe, a condition that causes no discomfort or other ill effects. Their fingers and toes are thick and blunt, their feet flat and wide, enabling them to walk on the snow without sinking. Curly white hair covers their heads and tumbles down their backs nearly to their waists. Males sport short beards and twisting moustaches. Both sexes favor simple tunics of polar bear fur. Innugaakalikurit are always barefoot. Innugaakalikurit speak a dialect similar to that of the Ulutiuns. They also speak the languages of white dragons, yeti, frost giants, and selkie. Their high, gentle voices are particularly suited for singing. Combat: Though peaceful at heart, Innugaakalikurit relish recreational combat; a group of of arctic dwarves can pleasantly pass an afternoon by pounding each another into unconsciousness. They are also excellent hunters and fishers. However, Innugaakalikurit studiously avoid war and wont engage in combat except to defend themselves or their families. An Innugaakalikurit isnt likely to risk his life to defend a principle or acquire treasure, considering such actions to be the height of stupidity. Innugaakalikurit are extremely strong; a pair of Innugaakalikurit can carry a full-grown polar bear, and a single Innugaakalikurit can effortlessly lift an adult human off his feet. Their preferred weapon is a bulky bow called an eyklak that fires thick arrows with sharp barbs, capable of inflicting 1-8 points of damage. Innugaakalikurit gain a +2 bonus to hit when using an eyklak, but because of the weapons awkward shape, nonInnugaakalikurits suffer a -2 penalty using it. On occasion, they employ battle axes and spears. Arctic dwarves dont wear armor, but the thick layers of fur worn by hunters and scouts give a protection of AC 8. In addition to all of the special abilities of dwarves listed in the 2nd Edition Players Handbook, Innugaakalikurit suffer no ill effects of cold temperatures. They are also immune to cold-based spells and other magically-generated forms of cold (such as a white dragons breath).
Habitat/Society: Though a few Innugaakalikurit settlements are found in the ice-covered mountains in the northern reaches of the Great Glacier, most live in small villages in the highest peaks of Novularond. A typical clan consists of about 100 members. Of the able-bodied adults, about 80% are 1st-level fighters, 10% are 2nd- to 4th-level fighters, 5% are 5th-level or higher fighters, and the rest are rangers and thieves of various levels. The eldest male serves as clan leader, though opinions of all adults are freely solicited. Homes are caves or simple structures of snow blocks. Innugaakalikurit life focuses on hunting, gathering, and raising children. Singing, storytelling, and contact sports (such as boxing and wresting) occupy their leisure time. Innugaakalikurit are fascinated by weapons of all types. When coming across an unusual weaponwhich for the Innugaakalikurit can be anything from a scimitar to a trident to a blowgun they may spend hours turning it over in their hands, admiring its craftsmanship and discussing its merits. A few Innugaakalikurit maintain sizeable collections of odd weapons. Ecology: Curious and outgoing, the Innugaakalikurit are quite sociable and maintain friendly, if distant, relationships with other races. They despise frost giants, with whom they have longstanding territorial conflicts in Novularond. Favorite foods include fish, caribou, and polar bear. Innugaakalikurit Class and Ability Limits Innugaakalikurit can be fighters of unlimited level, rangers up to 8th level, and thieves up to 8th level. They are forbidden to be paladins, wizards, priests, and bards. Their initial ability scores are modified by a -1 penalty to Charisma and Dexterity, and a +1 bonus to Strength and Constitution. The minimum and maximum ability scores for Innugaakalikurit are as follows: Ability Strength Dexterity Constitution Intelligence Wisdom Charisma
Minimum 14 3 13 3 3 3
Maximum 18 16 18 18 18 14
Kupuk
FR14 ©1992 TSR, Inc. All Rights Reserved
CLIMATE/TERRAIN: FREQUENCY: ORGANIZATION: ACTIVE TIME: DIET: INTELLIGENCE: TREASURE: ALIGNMENT: NO. APPEARING: ARMOR CLASS: MOVEMENT: HIT DICE: THAC0: NO. OF ATTACKS: DAMAGE/ATTACK: SPECIAL ATTACKS: SPECIAL DEFENSES: MAGIC RESISTANCE: SIZE: MORALE: XP VALUE:
Arctic (Great Glacier) Rare Solitary or pack Any Carnivore Semi- (2-4) Nil Neutral 1 or 4-16 (4d4) 4 9, Sw 15 5 15 3 or 1 1-4/1-4/1-8 or 1-12 Tail strike See below See below M (6 long) Champion (16) 420
Trustworthy, dependable, and easily domesticated, the dog-like kupuk is one of the most valuable creatures to the tribes of the Great Glacier, both as a pack animal and loyal companion. The kupuk has a thick body and the hairless, leathery hide of a walrus, colored tan, dull yellow, or light gray. Its round head resembles that of a husky, with a long muzzle, black eyes and nose, and upright ears. Soft fur, the same color as its body, covers its head, and two six-inch-long tusks protrude from its mouth. It has four strong legs with broad flat feet and sharp claws, enabling it to move easily in the snow and on icy surfaces. An able swimmer, the kupuk uses its flat feet to propel it in the water. The kupuks most unusual feature is its long tail, a snake-like appendage about six inches thick and five feet long, covered with fur and typically coiled on the creatures back so as not to drag in the snow. Powerfully muscled, the tail functions as both a weapon and a tool; for instance, the kupuk can uproot a small tree by wrapping its tail around the trunk, or smooth a snowy surface by sweeping its tail from side to side. The kupuks mournful howl is easily mistaken for that of a wolf. It can understand simple commands from human companions, and can distinguish scents from up to 100 yards away. Combat: Kupuk are as vicious towards their enemies as they are loving to their friends. They can attack with their claws and bite, but prefer to lash at opponents with their tails, inflicting 112 hit points of damage with the retractable spike in their tail tip, assuming they can maneuver to position their opponents behind them. A successful tail-lash is followed by a loud howl, with the kupuk raising its muzzle triumphantly towards the sky. Kupuk are particularly fierce when protecting their eggs or pups. In such situations, the kupuk whips itself into a frenzy, gaining a +1 to its attack and damage rolls. The bonus remains in effect until the opponent is killed or withdraws. Kupuk are immune to all ill effects of cold, including coldbased spells and magically-generated cold effects (such as white dragons breath). Habitat/Society: In the wilderness, kupuk make no permanent lairs, instead roaming in packs in search of food. A typical pack consists of about 12 adults and half as many pups. The largest female serves as leader; shes usually the one with the strongest sense of smell, and the most able to locate prey. More commonly, kupuk live among Ulutiuns, with whom they share a mutually beneficial relationship; the kupuk serve as workers and protectors, while the humans furnish food, shelter,
and medical care. Though Ulutiuns typically raise their own kupuk, wild kupuk are easily tamed. An offer of food and a few gentle words are usually all it takes it earn their friendship. Once a bond of trust is established, a kupuk remains fiercely loyal to its human companions, willingly sacrificing its own life to protect them. Kupuk make excellent pack animals, easily carrying up to 500 pounds of weight on their backs, though they balk at carrying human passengers. A single kupuk can pull a sled of up to 1,000 pounds for an entire day without tiring. With a natural affinity for human children, kupuk are superb babysitters. Once a kupuk gently encoils its tail around an infant, parents can rest assured that their child is safe and comfortable. A kupuk reproduces about once a year by digging a shallow hole in the snow, laying from 1-4 eggs, then covering them with a layer of snow about 3 feet deep. The eggs resemble lumps of gold, each about a foot across, with the texture of soft metal. Explorers unfamiliar with kupuk sometimes mistake kupuk eggs for real gold; their excitement at their discovery disappears when they find themselves suddenly faced with a snarling kupuk mother, tail erect, crouched to kill the interloper who dared disturb her nest. Ecology: Kupuk are meat-eaters, preferring a diet of fish and seal. In turn, kupuk count white dragons and tirichik among their natural enemies. Though kupuk eggs are not, in fact, made of gold or any other precious metal, egg fragments are highly prized by collectors in lands south of the Great Glacier, fetching as much as 500 gp each. Transport problems, however, prevent kupuk eggs from reaching many collectors, since the egg fragments melt into liquid at temperatures above freezing.
Tirichik
FRl4 ©1992 TSR, Inc. All Rights Reserved
CLIMATE/TERRAIN: FREQUENCY: ORGANIZATION: ACTIVE TIME: DIET: INTELLIGENCE: TREASURE: ALIGNMENT: NO. APPEARING: ARMOR CLASS: MOVEMENT: HIT DICE: THAC0: NO. OF ATTACKS: DAMAGE/ATTACK: SPECIAL ATTACKS: SPECIAL DEFENSES: MAGIC RESISTANCE: SIZE: MORALE: XP VALUE:
Arctic (Great Glacier) Very rare Solitary Any Carnivore Semi-(2-4) Nil Chaotic evil 1 1 12, Br 3 13 7 1 or 2 3-24 (3d8) or 1-8/1-8 See below See below See below G (30 feet long) Champion (16) 5,000
Vicious, stealthy, and with an insatiable appetite for human flesh, the tirichik is one of the most feared predators in the Great Glacier. The tirichik resembles a cross between a dragon and an immense centipede. Both its dragon-like head and long, tubular body are covered with white scales. A bony ridge extends from the back of its neck, along its spine, and across its stumpy tail. It has eight thick legs end in flat, saucer-shaped feet, each with a dozen hooked claws. Its sunken eyes are dull pink, the only part of its body not colored white. A pair of short horns grow behind its eyes, curving upward into the air, their tips indented into shallow cups. The horns serve as hearing organs and are useless in combat. Likewise, the claws on its feet are too short to be useful in attacks, and instead are used for climbing and clinging. The tirichik has a mouthful of long teeth that protrude over its lips even when its mouth is closed. On either side of its mouth is a 3-inch-diameter opening. The tirichik can extend snaky tentacles from these holes at will, up to a length of 20 feet. The tentacles are also white, as tough as metal cable, and end in needle-sharp points. Though the tentacles are primarily used as sense organs, capable of sensing motion, scents, and body heat, they can also be used as piercing weapons. The tirichiks claws enable it to scuttle across snow and ice, scale sheer cliffs, and cling to any solid surface. It can also burrow through snow (but not rock, frozen ground, or similarly hard surfaces) at a movement rate of 3. The tirichik is utterly silent. Combat: The tirichik prefers to ambush its prey by lurking inside a crevasse, hiding among hills of snow, or otherwise concealing itself. Its tentacles enable it to sense prey up to 100 yards away when the prey approaches, the tirichik reveals itself, scuttling from its crevasse or charging from the snow. Because of the tirichiks color and stealth, opponents suffer a -5 penalty to their surprise roll if encountering a concealed tirichik. When prey is scarce, the tirichik goes hunting. It uses its tentacles to probe into caves, beneath rocks, and even under the doors of houses to look for food. When it locates something to eat, it strikes, lunging into the cave or battering down the door to commence its attacks. The tirichik has special elastic tendons in its neck that allow it to temporarily detach its skull from its spinal column. The creature can strike like a snake by suddenly elongating its neck, stretching itself an additional 5 feet. When making a stretch attack, the tirichik gains a + 2 bonus to its attack roll. It is unable to
make any attacks in the following round, as it must spend that round withdrawing its neck and re-attaching its skull to its spinal column. Therefore, the tirichik can make a stretching attack only once every other round. Instead of its bite, the tirichik can also use its tentacles to attack, thrusting them like daggers. The tentacles have an AC of 1, but because the tentacles constantly wave and writhe, attacks directed against the tentacles are made at a - 2 penalty. If a tentacle suffers 5 points of damage (this damage is in addition to the tirichiks normal number of hit points, in effect giving the tirichik 10 hit points beyond that of its 13 Hit Dice), it is severed. The tirichik grows a new tentacle in about a month. The tirichik suffers no ill effects from cold temperatures, and is also immune to all cold-based spells and magically-generated cold, including white dragons breath. Habitat/Terrain: A tirichik has no permanent lair. When not hunting, it rests inside a crevasse, clinging motionless to the crevasses inner wall. The tirichik has a life span of about a century. Mid-point in its life, the asexual tirichik burrows deep into the snow and gives birth to 1-4 spawn. The foot-long spawn remain beneath the surface until they reach maturity, which takes about a year. Ecology: By far, the tirichiks favorite food is human flesh, and there seems to be no end to the number of humans a hungry tirichik may devour in a the same meal; rumor has it that a single tirichik is capable of eating an entire village. The tirichik also enjoys polar bears, kupuk, and young white dragons. The Iulutiuns of the Great Glacier prize the tirichiks leathery hide for waterproof boots.
Fish of the Great Glacier
FR14 ©1992 TSR, Inc. All Rights Reserved
CLIMATE/TERRAIN: FREQUENCY: ORGANIZATION: ACTIVE TIME: DIET: INTELLIGENCE: TREASURE: ALIGNMENT: NO. APPEARING: ARMOR CLASS: MOVEMENT: Sw 6 HIT DICE: THAC0: NO. OF ATTACKS: DAMAGE/ATTACK: SPECIAL ATTACKS: SPECIAL DEFENSES: MAGIC RESISTANCE: SIZE: MORALE: XP VALUE:
Bloatfish Rare School Any Scavenger Non-(0) Nil Neutral 10-40 9 Sw 6 1 hP 20 Nil Nil Nil Nil Nil T (1-2 long) Unreliable (2) 7
Icetail Spiny Sleeper Arctic oceans, rivers of the Great Glacier Uncommon Very rare Very rare School Solitary or small school School Any Any Any Scavenger Scavenger Scavenger Non-(0) Non-(0) Non-(0) Nil Nil Nil Neutral Neutral Neutral 10-60 1 or 3-12 (3d4) 10-40 8 10 10 Sw 9 Sw 15 1, SW 6 ½ hp ½ hp 1-2 hp 20 20 20 Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil See Below See Below, Nil Nil Nil T (6 inches long) T (1-2 long) T (1-2 long) Unreliable (2) Unreliable (2) Unreliable (2) 7 35 15
Black Burner
The oceans and rivers of the Great Glacier teem with a wide variety of aquatic life, including several unique species of fish. The species discussed below are all 2 feet or less in length; the tiny crystal nipper rarely exceeds a quarter of an inch. All thrive in the icy waters of the Great Glacier. Combat: None of these fish are aggressive; all swim from danger as fast as possible. Even the deadly crystal nipper and spiny sleeper are passive, posing a threat only to the careless or unlucky. Habitat/Society: All of these fish tend to organize themselves into schools of various size. None are particularly territorial, swimming freely throughout the rivers and seas of the Great Glacier. All reproduce by laying thousands of tiny eggs. Ecology: The fish subsist on waste matter, plankton, or whatever other organic matter they can scavenge. All are edible by humans and quite delicious, though some, such as the spiny sleeper, must be handled with caution.
Bloatfish
The bloatfish resembles a white manta ray with a balloon-like organ swelling from its belly. The diameter of the balloon organ is equal to or slightly larger than the length of the fish. The balloon organ is always filled with water, and because of the fishs unique body chemistry, the water is always fresh. Fishers lucky enough to catch a bloatfish sometimes carry the frozen corpse with them, sipping fresh water from its balloon organ by puncturing a hole in the side of the fish. When the balloon organ is empty, the fish makes a satisfying meal.
Black Burner
The black burner is not a fish. It is actually a small marine mammal. With its chubby black body, puckered blowhole, and wide mouth, the black burner looks exactly like a miniature whale. The black burner has skin instead of scales, and secretes oil through tiny pores. Oil covers the entire surface of the black burner, preventing it from freezing when removed from the water. If the corpse of the black burner is ignited, it burns steadily for 3-12 (3d4) hours, providing light and warmth equivalent to a small camp fire. Alternately, about a cup of oil, which can be burned later as fuel, can be drained from a black burner corpse.
Spiny Sleeper
Tiny silver spines cover the body of this plump fish, which has a
Crystal Sipper Very rare School Any Scavenger Non-(0) Nil Neutral 10-40 9 ½ hp 20 Nil Nil See Below Nil Nil T (1 inch long) Unreliable (2) 15
white belly and long whiskers like a catfish. If a character (or creature) handles the sleeper carelessly (for instance it a character not wearing gloves or other protection fails a Dexterity check), a spine may pierce his flesh, injecting him with a powerful toxin. If the affected character (or creature) fails to save vs. poison, he immediately suffers the effects similar to a temporal stasis spell, and an ice-like glaze forms over his body. Neutralize poison or a similar spell negates the effect, as does certain herbal treatments known by some Ulutiun healers
Icetail
To the casual observer, the icetail doesnt look like a live fish at all, but a fish skeleton with a few shreds of bluish tissue hanging from its ribs. Closer inspection, however, reveals the creature to have an actual body, complete with head, fins, and tail, all as transparent as glass. The icefish is also cold to the touch--so cold, in fact, that if a character touches a still-living icefish with his bare flesh, he suffers 1 point of damage. A dead icefish acquires the temperature of the immediate environment. Icefish may be cooked and eaten (or eaten raw, though their uncooked flesh is extremely bitter), hut if they arent thoroughly cooked for at least six hours, the eater risks extreme indigestion (the eater must make a successful Constitution check or suffer stomach cramps for the next 24 hours, making all attack rolls and ability checks at a - 2 penalty; movement rates are also reduced by half).
Crystal Nipper
A distant cousin of the rot grub, the crystal nipper looks like a tiny eel made of blue crystal. It is instinctively drawn to warm bodies and attempts to burrow into any area of exposed flesh; a victim has the same risk of death as if attacked by a rot grub (death in 1-3 turns unless flame is applied to the wound, causing 1-6 points of damage, or cure disease is cast). The biggest danger from the nipper results from its ability to survive out of the water for short periods of time. At night, nippers sometimes surface and crawl onto the shore, advancing towards any nearby warm bodies (such as sleeping campers) at a movement rate of 1. Because of the nippers anesthetizing secretions, sleeping victims may not realize they have been attacked by a nipper until its too late. Fortunately, nippers can only survive out of water for an hour, so campers sleeping some distance away from a body of water where nippers are thought to exist are usually safe. Tiny blue worm corpses scattered near the shore of a river or lake is a sure sign of nippers in the area.
kazanga: Iulutiun name for a familys oldest female child keri-keri: game where opponents try to duplicate each others gestures kiam: member of an iquemelum kiirik: first syllable of a newborns name, derived from either the first or second syllable of the name of a dead relative kilat: drum made from seal skin stretched over a hoop of wood or bone, played by slapping it against the thigh or chest koatulit: social custom where members of neighboring village are invited to live in the host village as honored guests kotupa: voluntary marriage of a man and woman from two different villages lakerek: the fastest caribou sled, resembling a kayak with reins liqukoku: qukoku ritual honoring the kill of the first caribou, the first seal, and the first of all other species made after the first of the year lukitaqutu: game where one participant juggles sealskin balls while an opponent tries to knock them out of the air with a leather whip lulik: the main living space of a snowhouse luqu: trident of bone or wood with three points mikka: black mint-flavored lichen found in Alpuk streams minikitak: Angulutiun house made of wood and earth mukteff: gold sled dog, found mainly in Nakvaligach Nakulutiuns: fanatic worshipers of Ulutiu living in Nakvaligach naulagak: harpoon shaped like a wishbone at one end nukiewquak: ritual marking a childs first polar bear kill okteff: black sled dog, found mainly in Angalpuk opoqukoku: qukoku ritual involving the respectful disposal of animal skulls pilakerek: long pole to provide balance in an Angulutiun sled pimataung: an elderly Angulutiun who travels with the iskotuk and makes all decisions regarding herd maintenance and management pokulu: Nakulutiun belief stating that the life essence becomes a part of Ulutiu after a persons death quaggi: communal feast house quangirin: ventilation opening in a snowhouse quidlirin: snowhouse fireplace quipiqu: thick blankets of deer or caribou skin, used for sleeping qukoku: Iulutiun philosophy celebrating the unity of nature
reykulutik: a form of ykilutik where the accused is placed in a pit and stoned with rocks or ice chunks rissik: Angulutiun portable tents ritiik: bone shaft with a point and hook on one end used to attack bear and other large animals sarissik: roof of a rissik sirdloang: a snowhouse room used to store clothing skotuk: term referring to both the Angulutiun residents of villages and their caribou sukkiruchit: trade fair taatquoko: Angulutiun celebration held at the beginning of each new ikili ihukek: hollow bone filled with hot water used to soften the ground for Angulutiun tent poles tingaung: gambling game using dice shaped like birds toqsung: main entry passage of a snowhouse trukaa: arrow of bone with a blunt head, used to kill small game tuiskotuk: Angulutiun adults who have participated in more than one ikili tupa: marriage between partners from different villages uadling: outer dome of a snowhouse ugunach: Nakulutiun prayer platform uhkerek: large caribou sled ukeu: voluntary slaves ukujik: dome-shaped building used for meat-cutting uliririssik: bowl-shaped lid of bone or stone perforated with holes, used to cover fires inside Angulutiun tents ujju: the favored pasture of a specific Angulutiun herd that other herds arent allowed to enter Ulutiu: creator of the Great Glacier Ulutiuns: collective name for the human tribes of the Great Glacier (Iulutiuns, Angulutiuns, and Nakulutiuns) umiak: large cargo boat unungak: harpoon with a wooden shaft and needle-sharp point urit: absolute ruler of a Nakulutiun village uwa: tiny earrings worn by kiam vaakach: a kaiurit declaring a particular syllable of a name to be sacrilegious viit: make-shift rissik constructed of branches, used for emergencies wakiak: Angulutiun caribou brand yakakilat: drum feast held whenever hunters slay a white dragon, tirichik, or other large beast yaaurit: Nakulutiun aides who enforce the urits orders ykulutik: collective name describing Nakulutiun punishments given for violating kaiurit