Excerpt from "Rifts Earth" Ethnographic Survey #122-A
To: Captain Jakob Grimm, Commanding Officer
From: Otto Herzog ("The Black Forest")
Date: 26.05.2607 CE, Splicer Calendar
Subject: Indigenous peoples of the planet beyond the God's Eye; an analysis
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As the commanders of the Interdimensional Recon Team are aware, the so-called "Rifts Earth" appears to be historically similar to the Earth from which humanity originally hails in our universe. All evidence points to the dimension on the other side of the God's Eye being some form of parallel universe. As far as we can tell, historical development occured identically to our own until the late 21st century. It's here that a point of divergence takes place; a massive worldwide disaster that levels the planet and results in the near-extinction of humanity. This apocalyptic event, popularly dubbed the "Great Cataclysm," halts all further social and technological progress for hundreds of years. Whereas in our universe, humans expanded into the stars and eventually colonized the world on which we Splicers now live, such a renaissance of space exploration never occured for the humans of the Rifts Earth. Their future traveling the stars was savagely curtailed by the end of civilization. From what we can surmise, space travel and related technologies are now largely lost or forgotten.
It seems that following the Great Cataclysm, the world fell into a Dark Age of sorts (or "Second Dark Age," for those familiar with ancient history and the Fall of the Roman Empire). We've been unable to ascertain exactly how long this Dark Age lasted; I've heard numbers ranging from two-hundred years to a millenium. During this dismal period, all sense of civility and reason vanished as governments collapsed, cities burned, and people died by the millions. Those who survived the Great Cataclysm, in order to continue surviving in the Dark Age, must've had to resort to extreme measures. I feel as though I can distantly sympathize, for humanity had to make some similarly extreme choices when we began our war against the Machine. Hence, we now have the Splicers.
Without civilization, social institutions, and formal education, many humans started to regress back into a more savage mode of existence; one in which survival was paramount. Basic needs replaced loftier interests in higher learning; the laws of nature replaced the laws of man. After several generations, nearly all knowledge of the world prior to the Great Cataclysm became forgotten, surviving as misremembered snippets of lore. A vast majority of the humans that we've encountered on Rifts Earth have slipped back into tribal societies. They are savage, superstitious and ignorant; post-apocalyptic barbarians living in a vacuum devoid of modern learning and civilization. They have been remolded to become as harsh and unforgiving as the dinosaur-filled swamp in which they make their home. The fact that their world is also populated by non-human migrants of a thousand varieties (known as Dimensional Beings, or "D-Bees") undoubtedly makes survival even more of a competitive endeavor.
At one point, it was speculated that humans everywhere on the planet had reverted to a similar form of existence. However, our team's encounter with an organized expedition from outside the swamplands - the "Bostock Expedition," humans equipped with highly advanced vehicles and technology on par with pre-Splicer tech - indicates that apparently not all humans have turned to barbarism. It's obvious that Rifts Earth offers much more diversity than we initially thought. The revelation is both exciting and disconcerting.
As previous reports have indicated, the Interdimensional Recon Team has spent over eight weeks in the company of a specific tribe of barbarians, and it is this "Duck Tribe" that will be the subject of the following report. This report will be the first of a series of ethnographic surveys intended to provide brief overviews and analyses of the indigenous factions of Rifts Earth. And so we begin with our allies. For the perusal of our superiors, I humbly submit the following report.
Hail House Häus!!!
Oral History
The Coming of the Duck
The Duck Tribe has a long and detailed oral tradition dating back to the first days of the Dark Age. Their tradition describes how the so-called World Before once belonged to the "Neemans," a race of godlike beings who ruled the planet and were capable of incredible and indescribable wonders. The Neemans, in turn, birthed the Great Aflac Duck - the being that would eventually become the patron deity of the Duck Tribe.
The purpose of Aflac's creation is not entirely clear, though it is believed that he was somehow associated with the great chariots used by the Neemans to go place to place; conveyances that took their passengers vast distances in very little time. But the use of these chariots came not without risk, and even the formidable Neemans were not impervious to ill-fortune. In the service of the Neemans, Aflac was a protector of sorts who defended the best interests of his progenitors - mending their chariots, mediating disputes, and providing justice and recompense to those deserving of it. The Great Aflac did his duty for time immemorial, and he was pleased with his place of honor in heaven, shouting his name for all to hear.
However, the Golden Age of the Gods came to an end. None can say exactly what brought the world to its knees. Perhaps it was a disaster of diefic proportions, or maybe the Neemans were beset upon by their enemies. Whatever the case, the unthinkable happened, and the mighty Neemans were no more. The Aflac Duck could do nothing to defend its creators, watching helpless as they vanished from this world, leaving the inconsolable Aflac as sole survivor.
No longer having a purpose, Aflac wandered for epochs, believing that he was the only remaining being from the World Before. But this was not the case. In time, Aflac found others like him; others that had been created by the Neemans for a certain purpose, and with the Neemans now gone, that purpose was unfulfilled. In each encounter the deities tested him, and each time the Aflac Duck emerged victorious: he answered the riddles of Geico the Gecko, he bested Erin Esurance in her hunt for the best deals, he named his price without Flo's Name Your Price Tool, and avoided the trickery of Mayhem, god of chaos.
Once Aflac has proven himself the greatest among all of the gods, they swore fealty to him, and so the Insurers' Pantheon was born. As "All-Feather" of the pantheon, and armed with renewed spirit, Aflac turned his attention back to Earth. This was when he realized that the world still bore life, life in the form of humanity. The humans were among the Neemans' lowliest of creations, and the Great Duck had thought them lost along with his masters. Yet, there they were, eking their way through existence in a world unfairly set against them. Monsters and invaders had infested everything; termites in the House of the Neemans. And so it was that Aflac, so moved by the sight, pledged himself to be humanity's aid; to protect and look after their best interests, much as he did with the Neemans. The other deities, with newfound sense of purpose, followed suit.
To communicate with his chosen people, the Aflac Duck left behind three holy black boxes - small artifacts that could speak of their own power and offer dictates to his people. These artifacts were known as the Siri, the Cortana, and the Alexa. It is said that a flock of ducks, flying in the sky, led the first barbarians to the location of the three sacred items. And though the items only spoke for a brief period of time before going silent forever, they were able to advise the early survivors and introduce them to the wisdom of Aflac. It is thanks to the black boxes that the Duck Tribe was born.
To this day, in homage to Aflac's trio of gifts, the three leaders of the Duck Tribe are known by the titles Siri, Cortana, and Alexa.
The Coming of the Duck
The Duck Tribe has a long and detailed oral tradition dating back to the first days of the Dark Age. Their tradition describes how the so-called World Before once belonged to the "Neemans," a race of godlike beings who ruled the planet and were capable of incredible and indescribable wonders. The Neemans, in turn, birthed the Great Aflac Duck - the being that would eventually become the patron deity of the Duck Tribe.
The purpose of Aflac's creation is not entirely clear, though it is believed that he was somehow associated with the great chariots used by the Neemans to go place to place; conveyances that took their passengers vast distances in very little time. But the use of these chariots came not without risk, and even the formidable Neemans were not impervious to ill-fortune. In the service of the Neemans, Aflac was a protector of sorts who defended the best interests of his progenitors - mending their chariots, mediating disputes, and providing justice and recompense to those deserving of it. The Great Aflac did his duty for time immemorial, and he was pleased with his place of honor in heaven, shouting his name for all to hear.
However, the Golden Age of the Gods came to an end. None can say exactly what brought the world to its knees. Perhaps it was a disaster of diefic proportions, or maybe the Neemans were beset upon by their enemies. Whatever the case, the unthinkable happened, and the mighty Neemans were no more. The Aflac Duck could do nothing to defend its creators, watching helpless as they vanished from this world, leaving the inconsolable Aflac as sole survivor.
No longer having a purpose, Aflac wandered for epochs, believing that he was the only remaining being from the World Before. But this was not the case. In time, Aflac found others like him; others that had been created by the Neemans for a certain purpose, and with the Neemans now gone, that purpose was unfulfilled. In each encounter the deities tested him, and each time the Aflac Duck emerged victorious: he answered the riddles of Geico the Gecko, he bested Erin Esurance in her hunt for the best deals, he named his price without Flo's Name Your Price Tool, and avoided the trickery of Mayhem, god of chaos.
Once Aflac has proven himself the greatest among all of the gods, they swore fealty to him, and so the Insurers' Pantheon was born. As "All-Feather" of the pantheon, and armed with renewed spirit, Aflac turned his attention back to Earth. This was when he realized that the world still bore life, life in the form of humanity. The humans were among the Neemans' lowliest of creations, and the Great Duck had thought them lost along with his masters. Yet, there they were, eking their way through existence in a world unfairly set against them. Monsters and invaders had infested everything; termites in the House of the Neemans. And so it was that Aflac, so moved by the sight, pledged himself to be humanity's aid; to protect and look after their best interests, much as he did with the Neemans. The other deities, with newfound sense of purpose, followed suit.
To communicate with his chosen people, the Aflac Duck left behind three holy black boxes - small artifacts that could speak of their own power and offer dictates to his people. These artifacts were known as the Siri, the Cortana, and the Alexa. It is said that a flock of ducks, flying in the sky, led the first barbarians to the location of the three sacred items. And though the items only spoke for a brief period of time before going silent forever, they were able to advise the early survivors and introduce them to the wisdom of Aflac. It is thanks to the black boxes that the Duck Tribe was born.
To this day, in homage to Aflac's trio of gifts, the three leaders of the Duck Tribe are known by the titles Siri, Cortana, and Alexa.
Beliefs
As with the other barbarian tribes, the Duck Tribe is a fairly primitive and violent culture. Its members have become hardened survivalists and dinosaur hunters; a necessity for those living in Dinosaur Swamp. Also like the other tribes, the Duck Tribe spurns outsiders, is extremely superstitious, and is very ignorant about technology and the world beyond the Swamp. Add to that a child-like, bucolic reverence for the wonders of the Golden Age, and you have something of a perfect storm from which the tribe's many bizarre beliefs have evolved.
As its name indicates, the Duck Tribe has a mallard-centric theme and belief system. All species of ducks are regarded as guardian spirits, good omens, and creatures of spiritual significance. The patron of the tribe is the Aflac Duck - a deity derived from the logo and fictional mascot of an eponymous pre-Rifts insurance company; a company believed to have been headquartered not far from where the Duck Tribe is based.
It's uncertain from where the Duck Tribe has gleaned its knowledge of pre-Rifts insurance concepts and policies. The most plausible theory is that the early ancestors of the Duck Tribe - Southeasterners who survived the Great Cataclysm - recovered artifacts and information from the Aflac corporate headquarters. For what reason, we may never know, but over the centuries, the tribe's understanding and interpretation of old insurance documents likely became distorted, surviving as legends and half-remembered bits of doggerel about a powerful duck spirit that protected its flock and "insured" their survival. Other discoveries reinforced the early barbarians' beliefs, emphasizing that they were in "good hands" and that "like a good neighbor," Aflac was "on their side." A society, culture, and religion formed around these ideas, extending to further aspects of the pre-Rifts insurance industry (see "Customs of the Duck Tribe"). What exists now is an eclectic mishmash of beliefs that were supposedly handed down to the barbarians as divine mandates from sacred cell phones/computers.
As a general rule, barbarians are extremely pragmatic and care primarily about survival. They will not embrace any practices or ideas that would endanger themselves or reduce their tribe's survivability. This includes concepts such as "honor" or "morality." While they might personally entertain such ideas when possible, they will only do so until it becomes impractical, at which point most barbarians will lie, steal or kill without hesitation. A barbarian will only keep his word so long as it serves a purpose, or if it costs him nothing. Though loyalty to one's tribe is paramount and inviolable, even THIS is only because many individuals working together have a better chance of survival than a lonely few.
That said, the Duck Tribe does place some importance on honoring official agreements; such an arrangement is known as a "Good Neighbor's Pact." In this respect, the Duck Tribe could be described as one of the more "honorable" barbarian tribes, though again, their concept of "honor" is tempered by a survival-based pragmatism. Members of the Duck Tribe are known to break their own pacts, especially if adhering to such a pact becomes very impractical or problematic for the tribe. While breaking a Good Neighbors Pact is viewed with disdain and may garner the offending barbarian a drop in status and reputation, it is considered forgivable if the violation was done for the welfare of the tribe. However, a casual violation of any official agreement between two or more parties is treated very seriously. This can result in a number of punishments - from a permanent drop in status, to corporal punishment (i.e., beatings) and/or exile.
The barbarians of the Duck Tribe have their own fully formed religion, cobbled together from legends, superstitions, and extreme misinterpretations of Insurance industry brands and concepts. A pantheon has developed from the various marketing campaigns and mascots employed by 21st century insurance companies, with Aflac as the supreme being.
As with the other barbarian tribes, the Duck Tribe is a fairly primitive and violent culture. Its members have become hardened survivalists and dinosaur hunters; a necessity for those living in Dinosaur Swamp. Also like the other tribes, the Duck Tribe spurns outsiders, is extremely superstitious, and is very ignorant about technology and the world beyond the Swamp. Add to that a child-like, bucolic reverence for the wonders of the Golden Age, and you have something of a perfect storm from which the tribe's many bizarre beliefs have evolved.
As its name indicates, the Duck Tribe has a mallard-centric theme and belief system. All species of ducks are regarded as guardian spirits, good omens, and creatures of spiritual significance. The patron of the tribe is the Aflac Duck - a deity derived from the logo and fictional mascot of an eponymous pre-Rifts insurance company; a company believed to have been headquartered not far from where the Duck Tribe is based.
It's uncertain from where the Duck Tribe has gleaned its knowledge of pre-Rifts insurance concepts and policies. The most plausible theory is that the early ancestors of the Duck Tribe - Southeasterners who survived the Great Cataclysm - recovered artifacts and information from the Aflac corporate headquarters. For what reason, we may never know, but over the centuries, the tribe's understanding and interpretation of old insurance documents likely became distorted, surviving as legends and half-remembered bits of doggerel about a powerful duck spirit that protected its flock and "insured" their survival. Other discoveries reinforced the early barbarians' beliefs, emphasizing that they were in "good hands" and that "like a good neighbor," Aflac was "on their side." A society, culture, and religion formed around these ideas, extending to further aspects of the pre-Rifts insurance industry (see "Customs of the Duck Tribe"). What exists now is an eclectic mishmash of beliefs that were supposedly handed down to the barbarians as divine mandates from sacred cell phones/computers.
As a general rule, barbarians are extremely pragmatic and care primarily about survival. They will not embrace any practices or ideas that would endanger themselves or reduce their tribe's survivability. This includes concepts such as "honor" or "morality." While they might personally entertain such ideas when possible, they will only do so until it becomes impractical, at which point most barbarians will lie, steal or kill without hesitation. A barbarian will only keep his word so long as it serves a purpose, or if it costs him nothing. Though loyalty to one's tribe is paramount and inviolable, even THIS is only because many individuals working together have a better chance of survival than a lonely few.
That said, the Duck Tribe does place some importance on honoring official agreements; such an arrangement is known as a "Good Neighbor's Pact." In this respect, the Duck Tribe could be described as one of the more "honorable" barbarian tribes, though again, their concept of "honor" is tempered by a survival-based pragmatism. Members of the Duck Tribe are known to break their own pacts, especially if adhering to such a pact becomes very impractical or problematic for the tribe. While breaking a Good Neighbors Pact is viewed with disdain and may garner the offending barbarian a drop in status and reputation, it is considered forgivable if the violation was done for the welfare of the tribe. However, a casual violation of any official agreement between two or more parties is treated very seriously. This can result in a number of punishments - from a permanent drop in status, to corporal punishment (i.e., beatings) and/or exile.
The barbarians of the Duck Tribe have their own fully formed religion, cobbled together from legends, superstitions, and extreme misinterpretations of Insurance industry brands and concepts. A pantheon has developed from the various marketing campaigns and mascots employed by 21st century insurance companies, with Aflac as the supreme being.
The Aflac Duck - All-Feather of the Gods
"AFLAC!!!"
"AFLAC!!!"
The Duck's Nest
(a.k.a., "Fort Traeger")
The Duck Tribe's territory - its primary hunting ground - is a region of the Eastern Marshes located in what was once northeastern South Carolina. Within the endless salt marshes of the Carolinas is a 1.2 square mile land mass, roughly rectangular in shape, strewn with animal skin tents, wooden huts and livestock pens. This is the Duck's Nest - home village of the Duck Tribe and the holy land of Aflac.
What may not be initially apparent to visitors, but what is most impressive about the place, is that the Duck's Nest is an artificial island. It was constructed in the middle of the swamplands in a similar fashion to the chinampa system used by the ancient Aztecs. Using a tiny area of high ground as their starting point, the barbarians built off of this dry ground by filling in the nearby swamp with anything they could find: soil, wood, leaves, rocks, mud, etc. These earthen extensions, once completed, would be extended further into the swamp water, creating a grid pattern. Over what must have taken decades, the Duck's Nest became a sizeable patch of dry land in the midst of the marshes, large enough to accommodate a community of hundreds.
Upon the man-made isle, the barbarians have built a village housing more than 350 people. Most of the structures are very modest circular huts made of wood, dinosaur bone, and materials scavenged from pre-Rifts ruins. While nowhere near as sturdy as stone edifices, these huts are fastened to the artificial island itself so they can endure the many hurricanes and inclement weather that hit the swamp. Less robust, unfastened structures, such as lean-tos or tents, are also scattered about the village, though these are packed away whenever there is an approaching storm.
Amidst all of the spartan huts and tents, the Council House stands apart as being the largest and most ornamented structure. It is a circular building nearly 45 feet in diameter, with walls made of Stegosaur hide and Steel Tree paneling, and with supports made from the femurs of Sauropods. The building has a high conical top with a four foot aperture that provides a view of the sky above and a means for smoke to escape during ceremonies. The outside of the structure is intricately painted and carved with religious imagery depicting the history of the Duck Tribe and its gods.
The Council House is where the Three Wise Women traditionally reside, and where the Tribal Council holds its gatherings. The inside of the structure is regarded as a sacred space, and it's here that the Eco-Wizards create many of the items used by the tribe. There is a fire pit at the center of the room, work benches holding Eco-Wizard ingredients, racks of drying herbs, and, most notably, a twelve foot tall statue of a smiling duck, made of cracked stone. This ancient-looking, lichen-clad statue, set at the back of the room, represents the Great Aflac himself.
The entire surface of the island, and almost all of the structures built upon it, have been painstakingly varnished in the sap of the Uzhain Tree, a local plant that originates from another dimension. Long ago, the barbarians discovered that the clear sap of this tree is fire resistant, and objects coated in it are almost impossible to burn with normal fire. Consequently, the barbarians apply it, like furniture varnish, to all of their buildings. For this reason, visitors to the Duck's Nest are often surprised to see campfires blazing and torches burning within the village. Even in a humid and watery environment like the Eastern Marshes, the use of fire around so many wooden structures would be dangerous. But thanks to the Uzhain Tree sap, normal fires pose no threat to the Duck's Nest. That said, Uzhain sap is only partially effective against magical fire and heat; such fires burn at half of their intensity.
Although magical fire could be contained with relative ease by the barbarians, it has still been made illegal in the Duck's Nest. In recent years, this has been extended to include modern sources of high temperature (mega-damage) heat, such as plasma weapons and incendiary explosives (to the barbarians, it's all magic). Those discovered using "magical" fire within the village limits are subject to punishment in the form of a severe beating, usually accompanied by a payment of restitution for any damages. Repeated offenses result in exile.
Travel to and from the Duck's Nest is typically accomplished by raft or dinosaur mount. The water around the Duck's Nest is too deep to wade through, and the preponderance of poisonous snakes and aquatic threats makes swimming less than appealing. On foot, travelers can come and go by hopping along the chains of islets and mangrove stands dotting the surrounding swamp. Most of these tiny patches of dry ground are only a few feet apart, and barbarians can travel simply by skipping from one patch to the next. Some of these paths are not readily apparent to the untrained eye, especially if it's nighttime or foggy, but barbarians have memorized the fastest routes.
(a.k.a., "Fort Traeger")
The Duck Tribe's territory - its primary hunting ground - is a region of the Eastern Marshes located in what was once northeastern South Carolina. Within the endless salt marshes of the Carolinas is a 1.2 square mile land mass, roughly rectangular in shape, strewn with animal skin tents, wooden huts and livestock pens. This is the Duck's Nest - home village of the Duck Tribe and the holy land of Aflac.
What may not be initially apparent to visitors, but what is most impressive about the place, is that the Duck's Nest is an artificial island. It was constructed in the middle of the swamplands in a similar fashion to the chinampa system used by the ancient Aztecs. Using a tiny area of high ground as their starting point, the barbarians built off of this dry ground by filling in the nearby swamp with anything they could find: soil, wood, leaves, rocks, mud, etc. These earthen extensions, once completed, would be extended further into the swamp water, creating a grid pattern. Over what must have taken decades, the Duck's Nest became a sizeable patch of dry land in the midst of the marshes, large enough to accommodate a community of hundreds.
Upon the man-made isle, the barbarians have built a village housing more than 350 people. Most of the structures are very modest circular huts made of wood, dinosaur bone, and materials scavenged from pre-Rifts ruins. While nowhere near as sturdy as stone edifices, these huts are fastened to the artificial island itself so they can endure the many hurricanes and inclement weather that hit the swamp. Less robust, unfastened structures, such as lean-tos or tents, are also scattered about the village, though these are packed away whenever there is an approaching storm.
Amidst all of the spartan huts and tents, the Council House stands apart as being the largest and most ornamented structure. It is a circular building nearly 45 feet in diameter, with walls made of Stegosaur hide and Steel Tree paneling, and with supports made from the femurs of Sauropods. The building has a high conical top with a four foot aperture that provides a view of the sky above and a means for smoke to escape during ceremonies. The outside of the structure is intricately painted and carved with religious imagery depicting the history of the Duck Tribe and its gods.
The Council House is where the Three Wise Women traditionally reside, and where the Tribal Council holds its gatherings. The inside of the structure is regarded as a sacred space, and it's here that the Eco-Wizards create many of the items used by the tribe. There is a fire pit at the center of the room, work benches holding Eco-Wizard ingredients, racks of drying herbs, and, most notably, a twelve foot tall statue of a smiling duck, made of cracked stone. This ancient-looking, lichen-clad statue, set at the back of the room, represents the Great Aflac himself.
The entire surface of the island, and almost all of the structures built upon it, have been painstakingly varnished in the sap of the Uzhain Tree, a local plant that originates from another dimension. Long ago, the barbarians discovered that the clear sap of this tree is fire resistant, and objects coated in it are almost impossible to burn with normal fire. Consequently, the barbarians apply it, like furniture varnish, to all of their buildings. For this reason, visitors to the Duck's Nest are often surprised to see campfires blazing and torches burning within the village. Even in a humid and watery environment like the Eastern Marshes, the use of fire around so many wooden structures would be dangerous. But thanks to the Uzhain Tree sap, normal fires pose no threat to the Duck's Nest. That said, Uzhain sap is only partially effective against magical fire and heat; such fires burn at half of their intensity.
Although magical fire could be contained with relative ease by the barbarians, it has still been made illegal in the Duck's Nest. In recent years, this has been extended to include modern sources of high temperature (mega-damage) heat, such as plasma weapons and incendiary explosives (to the barbarians, it's all magic). Those discovered using "magical" fire within the village limits are subject to punishment in the form of a severe beating, usually accompanied by a payment of restitution for any damages. Repeated offenses result in exile.
Travel to and from the Duck's Nest is typically accomplished by raft or dinosaur mount. The water around the Duck's Nest is too deep to wade through, and the preponderance of poisonous snakes and aquatic threats makes swimming less than appealing. On foot, travelers can come and go by hopping along the chains of islets and mangrove stands dotting the surrounding swamp. Most of these tiny patches of dry ground are only a few feet apart, and barbarians can travel simply by skipping from one patch to the next. Some of these paths are not readily apparent to the untrained eye, especially if it's nighttime or foggy, but barbarians have memorized the fastest routes.
Diet & Appearance
The Duck Tribe's food is procured via hunting, fishing and gathering. The barbarians don't practice agriculture, though they do maintain small gardens for growing certain herbs that have medicinal or entheogenic properties. Food is also acquired by way of raiding and theft. At the Duck's Nest, the barbarians raise livestock in the form of Earth animals such as waterrfowl, squirrels, pigs, and turkeys, as well as small dinosaurs such as scampers. Larger semi-domesticated livestock, such as duck-billed honkers, nodosaurs and mossbacked scuttlers, are kept in pens at the edge of the Duck's Nest, away from the rest of the community. That's because these creatures, though relatively harmless herbivores, can become panicked and stampede if spooked. Dinosaur livestock, in addition to the meat they provide, are also sources of super-durable hide, bone, and ingredients for Eco-Wizardry.
Barbarians consume all kinds of meat, from fish and pork, to the flesh of dinosaurs. Dinosaur meat, in order to be made edible by humans, must first be soaked in a bath of stomach acids extracted from predatory fauna (such as T-Rexs and Sarcosuchi) for at least a few days, and then cured for an additional week or two. This process serves to denature the meat of its tremendous durability. During lean times, the barbarians will not hesitate to eat snakes, insects, and other less savory things.
Barbarian women gather assorted edibles indigenous to the Southeast such as apples, peaches, blueberries, melons, grapes, and plums, as well as potatoes, beets, beans, carrots, eggplant, mushrooms, cucumbers, corn, celery, figs, lettuce, asparagus, peas, and okra. Certain fruits and vegetables of alien origin, such as soccoranges, are also part of their diet.
The Duck Tribe dresses not unlike the other tribes. There is no perceived shame in the human body, and nudity is very accepted; extensive clothing is avoided due to the hot and humid climate of the Swamp. What clothing does exist is worn for protection from the wind, rain, and insects. Most of the barbarians wear small furs and tanned leathers made from dinosaurs and other local fauna. Breeches, skirts, mantles, and open vests are common articles of clothing. There is little in the way of textile manufacturing; any cloth is likely from trading or raiding. Many barbarians wear sandals or go barefoot unless traveling the Swamp, in which case they use boots and moccasins made of dinosaur hide. Tall boots and wading overalls are also common when one is expecting to walk through deep mud or swamp water.
Hairstyles and grooming vary widely. For both men and women, hair is usually worn long and unkempt, though some barbarians choose to keep their hair short in order to help stay cool. Braids, ponytails, topknots, and mohawks are common among men, as are clean shaven heads and long scruffy beards. Women will often sport braids and duck feathers in their hair, and some barbarian females are also known to dye their hair bright pink, in homage to their goddess of the hunt, Erin Esurance.
Armor can be dinosaur hide (M.D.C.) or dinosaur bone armor. Bone arms and armor are prevalent among barbarian warriors, as are weapons made of teeth, muscle and tendon. Much of these items are Eco-Wizard, and therefore, magically enhanced. However, even without magic, the bones and hides of dinosaurs are extremely resilient and provide at least a modicum of protection. No barbarian is found away from home without a few Eco-Wizard items on his person.
The barbarians also like to sport a healthy amount of accoutrements in the form of jewelry and headwear. These are worn as fashion accessories, as well as for religious or functional purposes. These take the form of necklaces, armbands, headdresses, bracelets, and anklets, as well as earrings and other piercings. Duck feathers are a frequent component in barbarian accessories, as is dinosaur bone, teeth, and shells. Some such accessories might be Eco-Wizard in nature, bequeathing the barbarian with supernatural protections or abilities. Still, even non-Eco-Wizard jewelry made of dino-bone can usually double as a tool or weapon.
Members of the Duck Tribe also accessorize with minor items and minutiae of the pre-Rifts world; a common practice among all the tribes, in fact. Items from the pre-Rifts world are considered fashionable, as they are thought to have been made by the Neemans. They are also very ubiquitious, since pre-Rifts odds and ends can be found in any of the numerous ruins that dot the Southeast. As such, barbarians will rarely trade for such objects because they can easily enough find them on their own. Though most outsiders will recognize these items as junk, the barbarians enjoy collecting such refuse and decorating themselves with it. This includes necklaces made of bottle caps, CD fragments or shell casings, shoulder pads made of tire rubber, bracelets made of copper wiring or electrical cords, broken goggles worn as eyewear, salad bowls used as hats, tv antennae lining the pant leg, a hubcap strapped to the chest, a bracelet made of soda can tabs, mattress springs turned into armbands, a garden hose turned into a belt, etc. The list goes on.
The Duck Tribe makes extensive use of tattoos, piercings, and scarification for ritual and intimidation purposes, as well as to commemorate battlefield victories. In fact, all members are given a duck tattoo (a silhouette of the Aflac logo) on the back of their shoulder (left shoulder for women; right for men) once they come of age. Tattooing is done using pigments from local plants; a dino-bone chisel and malett are employed to hammer the ink into the non-exfoliating layers of the skin.
The Duck Tribe's food is procured via hunting, fishing and gathering. The barbarians don't practice agriculture, though they do maintain small gardens for growing certain herbs that have medicinal or entheogenic properties. Food is also acquired by way of raiding and theft. At the Duck's Nest, the barbarians raise livestock in the form of Earth animals such as waterrfowl, squirrels, pigs, and turkeys, as well as small dinosaurs such as scampers. Larger semi-domesticated livestock, such as duck-billed honkers, nodosaurs and mossbacked scuttlers, are kept in pens at the edge of the Duck's Nest, away from the rest of the community. That's because these creatures, though relatively harmless herbivores, can become panicked and stampede if spooked. Dinosaur livestock, in addition to the meat they provide, are also sources of super-durable hide, bone, and ingredients for Eco-Wizardry.
Barbarians consume all kinds of meat, from fish and pork, to the flesh of dinosaurs. Dinosaur meat, in order to be made edible by humans, must first be soaked in a bath of stomach acids extracted from predatory fauna (such as T-Rexs and Sarcosuchi) for at least a few days, and then cured for an additional week or two. This process serves to denature the meat of its tremendous durability. During lean times, the barbarians will not hesitate to eat snakes, insects, and other less savory things.
Barbarian women gather assorted edibles indigenous to the Southeast such as apples, peaches, blueberries, melons, grapes, and plums, as well as potatoes, beets, beans, carrots, eggplant, mushrooms, cucumbers, corn, celery, figs, lettuce, asparagus, peas, and okra. Certain fruits and vegetables of alien origin, such as soccoranges, are also part of their diet.
The Duck Tribe dresses not unlike the other tribes. There is no perceived shame in the human body, and nudity is very accepted; extensive clothing is avoided due to the hot and humid climate of the Swamp. What clothing does exist is worn for protection from the wind, rain, and insects. Most of the barbarians wear small furs and tanned leathers made from dinosaurs and other local fauna. Breeches, skirts, mantles, and open vests are common articles of clothing. There is little in the way of textile manufacturing; any cloth is likely from trading or raiding. Many barbarians wear sandals or go barefoot unless traveling the Swamp, in which case they use boots and moccasins made of dinosaur hide. Tall boots and wading overalls are also common when one is expecting to walk through deep mud or swamp water.
Hairstyles and grooming vary widely. For both men and women, hair is usually worn long and unkempt, though some barbarians choose to keep their hair short in order to help stay cool. Braids, ponytails, topknots, and mohawks are common among men, as are clean shaven heads and long scruffy beards. Women will often sport braids and duck feathers in their hair, and some barbarian females are also known to dye their hair bright pink, in homage to their goddess of the hunt, Erin Esurance.
Armor can be dinosaur hide (M.D.C.) or dinosaur bone armor. Bone arms and armor are prevalent among barbarian warriors, as are weapons made of teeth, muscle and tendon. Much of these items are Eco-Wizard, and therefore, magically enhanced. However, even without magic, the bones and hides of dinosaurs are extremely resilient and provide at least a modicum of protection. No barbarian is found away from home without a few Eco-Wizard items on his person.
The barbarians also like to sport a healthy amount of accoutrements in the form of jewelry and headwear. These are worn as fashion accessories, as well as for religious or functional purposes. These take the form of necklaces, armbands, headdresses, bracelets, and anklets, as well as earrings and other piercings. Duck feathers are a frequent component in barbarian accessories, as is dinosaur bone, teeth, and shells. Some such accessories might be Eco-Wizard in nature, bequeathing the barbarian with supernatural protections or abilities. Still, even non-Eco-Wizard jewelry made of dino-bone can usually double as a tool or weapon.
Members of the Duck Tribe also accessorize with minor items and minutiae of the pre-Rifts world; a common practice among all the tribes, in fact. Items from the pre-Rifts world are considered fashionable, as they are thought to have been made by the Neemans. They are also very ubiquitious, since pre-Rifts odds and ends can be found in any of the numerous ruins that dot the Southeast. As such, barbarians will rarely trade for such objects because they can easily enough find them on their own. Though most outsiders will recognize these items as junk, the barbarians enjoy collecting such refuse and decorating themselves with it. This includes necklaces made of bottle caps, CD fragments or shell casings, shoulder pads made of tire rubber, bracelets made of copper wiring or electrical cords, broken goggles worn as eyewear, salad bowls used as hats, tv antennae lining the pant leg, a hubcap strapped to the chest, a bracelet made of soda can tabs, mattress springs turned into armbands, a garden hose turned into a belt, etc. The list goes on.
The Duck Tribe makes extensive use of tattoos, piercings, and scarification for ritual and intimidation purposes, as well as to commemorate battlefield victories. In fact, all members are given a duck tattoo (a silhouette of the Aflac logo) on the back of their shoulder (left shoulder for women; right for men) once they come of age. Tattooing is done using pigments from local plants; a dino-bone chisel and malett are employed to hammer the ink into the non-exfoliating layers of the skin.
Society & Governance
Though tribal societies can sometimes seem chaotic and lawless, the truth is that there is a very clear structure and hierarchy within the Duck Tribe. Some barbarian tribes of the Southeast are led by a chieftain; usually the tribe's most capable or ruthless warrior. Other tribes are headed by a shaman, who acts as both the tribe's leader and mage/spiritual advisor. In the case of the Duck Tribe, the latter form of governance exists. Leadership of the Duck Tribe rests in the hands of a trio of women known collectively as the "Three Wise Women." This is, of course, an affectionate nickname used by followers of the Aflac. Officially, their titles are the Siri, the Cortana, and the Alexa.
The Three Wise Women are all skilled Eco-Wizards, and they are responsible for crafting most of the tribe's magical gear. For that reason alone, they are extremely valuable to the Duck tribesmen. On top of that, however, the women are also considered to be direct conduits to Aflac and the other Insurer gods, making them prominent religious figures, as well. Within the tribe, the Three Wise Women have nigh-ultimate power. Their word is law, so long as they don't contravene the practices handed down by Aflac, or commit any sort of sacrilege against the gods. Any Duck tribesman would sacrifice his life without hesitation to protect one of these barbarian matriarchs.
Each of the Wise Women has identical responsibilities, and these are divided between leadership duties, magical duties, and spiritual duties. As chieftesses, Eco-Wizards, and priestesses to Aflac, the women have very little time for themselves and essentially dedicate every waking moment to serving Aflac and the Duck Tribe. However, while their responsibilities are the same, they wield assymetrical degrees of political and magical power. Being the oldest, the Siri is obviously the first among equals, followed by the Cortana, and lastly, the Alexa. Still, despite differences in clout and skill, the Three Wise Women are always expected to work as one and show a unified front to the tribe. Disagreements between the women are rare, and when they happen, they are resolved quietly behind closed doors in order to maintain a sense that the trio is of "one mind" on all things.
The Three Wise Women always represent a range of ages spanning early adulthood to elderhood. The specific reason for this practice is long forgotten, though it's thought to be representative of the order in which the mystical three black boxes were created. The Siri is typically in her 60's or 70's, the Cortana is in her 40's or 50's, and the Alexa is the youngest of trio; usually in her 20's or 30's.
A position as one of the Wise Women is for life. When one of them dies, the woman directly below her in station takes her place. For instance, if the Siri dies, then the former Cortana becomes the new Siri. Meanwhile the former Alexa becomes the new Cortana. A new Alexa is then selected by the Siri and Cortana. Only female Eco-Wizards ever ascend to one of these three titles. Were the unimaginable to happen and all three of the Wise Women to die (something that has never occurred in the tribe's history), new ones would presumably be selected by the Tribal Council.
The Tribal Council is a political body of elders handpicked by the Three Wise Women. It's comprised of a dozen of the tribe's most esteemed individuals: Eco-Wizards, Master Psychics, and accomplished warriors. These barbarians assist in the governance of the Duck Tribe, and though their decisions can be overruled at any time by the Three Wise Women, the trio always takes the assembly's advice into consideration. The Tribal Council has a myriad of powers and responsibilities, some of which include making declarations of war, coordinating large scale efforts (such as construction projects), listening to claims of wrongdoing from individual tribesmen, dispensing criminal charges, and more. The Siri, Cortana, and Alexa can do any of these things without the council, but delegating less important tasks to the council frees up the women to focus on more significant matters.
Like every other barbarian society in Dinosaur Swamp, the Duck Tribe rigidly holds to a number of social roles and expectations for its members. Typically, one doesn't choose what one does in the tribe. Rather, his sex and the circumstances of his birth determine his duties and what's expected of him. Traditional gender roles are the norm, with men expected to be the warriors and hunters, and women expected to be the domestic caregivers. However, women are also the only ones able to wield magic or hold the top leadership positions, which makes the Duck Tribe's society uniquely matriarchal in nature.
Here are some of the important social roles that exist among the followers of Aflac:
Though tribal societies can sometimes seem chaotic and lawless, the truth is that there is a very clear structure and hierarchy within the Duck Tribe. Some barbarian tribes of the Southeast are led by a chieftain; usually the tribe's most capable or ruthless warrior. Other tribes are headed by a shaman, who acts as both the tribe's leader and mage/spiritual advisor. In the case of the Duck Tribe, the latter form of governance exists. Leadership of the Duck Tribe rests in the hands of a trio of women known collectively as the "Three Wise Women." This is, of course, an affectionate nickname used by followers of the Aflac. Officially, their titles are the Siri, the Cortana, and the Alexa.
The Three Wise Women are all skilled Eco-Wizards, and they are responsible for crafting most of the tribe's magical gear. For that reason alone, they are extremely valuable to the Duck tribesmen. On top of that, however, the women are also considered to be direct conduits to Aflac and the other Insurer gods, making them prominent religious figures, as well. Within the tribe, the Three Wise Women have nigh-ultimate power. Their word is law, so long as they don't contravene the practices handed down by Aflac, or commit any sort of sacrilege against the gods. Any Duck tribesman would sacrifice his life without hesitation to protect one of these barbarian matriarchs.
Each of the Wise Women has identical responsibilities, and these are divided between leadership duties, magical duties, and spiritual duties. As chieftesses, Eco-Wizards, and priestesses to Aflac, the women have very little time for themselves and essentially dedicate every waking moment to serving Aflac and the Duck Tribe. However, while their responsibilities are the same, they wield assymetrical degrees of political and magical power. Being the oldest, the Siri is obviously the first among equals, followed by the Cortana, and lastly, the Alexa. Still, despite differences in clout and skill, the Three Wise Women are always expected to work as one and show a unified front to the tribe. Disagreements between the women are rare, and when they happen, they are resolved quietly behind closed doors in order to maintain a sense that the trio is of "one mind" on all things.
The Three Wise Women always represent a range of ages spanning early adulthood to elderhood. The specific reason for this practice is long forgotten, though it's thought to be representative of the order in which the mystical three black boxes were created. The Siri is typically in her 60's or 70's, the Cortana is in her 40's or 50's, and the Alexa is the youngest of trio; usually in her 20's or 30's.
A position as one of the Wise Women is for life. When one of them dies, the woman directly below her in station takes her place. For instance, if the Siri dies, then the former Cortana becomes the new Siri. Meanwhile the former Alexa becomes the new Cortana. A new Alexa is then selected by the Siri and Cortana. Only female Eco-Wizards ever ascend to one of these three titles. Were the unimaginable to happen and all three of the Wise Women to die (something that has never occurred in the tribe's history), new ones would presumably be selected by the Tribal Council.
The Tribal Council is a political body of elders handpicked by the Three Wise Women. It's comprised of a dozen of the tribe's most esteemed individuals: Eco-Wizards, Master Psychics, and accomplished warriors. These barbarians assist in the governance of the Duck Tribe, and though their decisions can be overruled at any time by the Three Wise Women, the trio always takes the assembly's advice into consideration. The Tribal Council has a myriad of powers and responsibilities, some of which include making declarations of war, coordinating large scale efforts (such as construction projects), listening to claims of wrongdoing from individual tribesmen, dispensing criminal charges, and more. The Siri, Cortana, and Alexa can do any of these things without the council, but delegating less important tasks to the council frees up the women to focus on more significant matters.
Like every other barbarian society in Dinosaur Swamp, the Duck Tribe rigidly holds to a number of social roles and expectations for its members. Typically, one doesn't choose what one does in the tribe. Rather, his sex and the circumstances of his birth determine his duties and what's expected of him. Traditional gender roles are the norm, with men expected to be the warriors and hunters, and women expected to be the domestic caregivers. However, women are also the only ones able to wield magic or hold the top leadership positions, which makes the Duck Tribe's society uniquely matriarchal in nature.
Here are some of the important social roles that exist among the followers of Aflac:
- Eco-Wizards: These are the magic-users and artificers of the tribe. Unlike other barbarian tribes, in which the Eco-Wizards and the chieftains are separate positions, the Eco-Wizards of the Duck Tribe also serve a leadership role. Only women can serve this role; barbarian men are considered incapable of adequately wielding magic. The tribe always has three Eco-Wizards at all times (the Three Wise Women), with another half dozen in training. This is the only magical art practiced by the Duck Tribe.
- Master Psychics: In the Duck Tribe, powerful psychics are afforded a great deal of respect, for they are considered to be blessed at birth by Aflac. These individuals, particularly Mind Melters and Psi-Druids, often achieve places of honor on the Tribal Council. They are only a step below the Eco-Wizards in status.
- War Chief: During times of war, the Three Wise Women are known to appoint one of the tribe's Wild Knives Warriors to serve as "War Chief." This temporary position is effectively equivalent to a General in a traditional army. The War Chief is responsible for coordinating all war efforts, leading attacks, and resolving violent conflicts between the tribe and foreign powers. Usually the tribe's most accomplished and experienced warrior (often one of the warriors on the Tribal Council) is selected for this task.
- Wild Knives Warriors: A combination of hunter, fighter and raider. These are the tribe's primary soldiers and providers of food. Most men, once they have come of age, eventually earn this designation. In the Duck Tribe, only men can be warriors and hunters. To be a Wild Knife is worthy of respect, and the most accomplished of these warriors go on the achieve great status and a position on the Tribal Council.
- Beast Riders: These men are a subset of the Wild Knives Warriors, and they specialize in riding domesticated beasts - primarily dinosaurs. The Riders spend most of their time training and caring for the tribe's beasts. In times of battle, the Riders serve as cavalry, while those who ride Leatherwings (pterodactyls) serve as an analogue to an air force. Dinosaurs, however, are notoriously difficult to tame, which means that being a Beast Rider is a very dangerous profession.
- Nurturers: This is the term used for most adult barbarian women. The Nurturers are responsible for all of the tribe's domestic duties, such as gathering fruits and herbs, tending to the sick or injured, cooking meals, and caring for the tribe's younglings.
Customs of the Duck Tribe
Given its basis on pre-Rifts insurance companies and concepts - particularly those of the auto insurance industry - the Duck Tribe has evolved some very odd and very unique customs that differentiate them from other barbarian tribes of the Southeast.
Naming Conventions: The Duck Tribe's members give their children a variety of insurance-related names upon birth. The tribe only uses given names and doesn't bother with surnames. The following names are a few of the most common.
The Aflac Yell: One of the most noticeable customs of the Duck Tribe is the habit of its members to shout the name of their patron deity, the mighty Aflac Duck. Among the tribe's children, this is one of the first words they learn to speak. Yelling the name "AFLAC!!!" can serve a number of purposes. It can be used as a greeting, a battle cry, a quick prayer, and as an indicator of deference or respect (much like saying "yes sir" to an authority figure). The word is always shouted if possible, and always done so with as much nasal inflection as the speaker can muster.
The Good Neighbor's Pact: Particularly deserving of mention is the so-called "Good Neighbor's Pact," a form of binding oath made by members of the Duck Tribe. This agreement is one of the few instances of institutionalized "word-of-honor" that exists among the barbarians. As a whole, barbarians tend to forego honor. Not because they are evil or incapable of it, but because high ideals such as "honor" tend to run contrary to their survival-based pragmatism. The Good Neighbor's Pact is something of an exception, however. The Pact can be made with individual barbarians, a group, or even with the tribe as a whole (though in such cases, only the Three Wise Women can speak for the tribe). Usually a brief ceremony to Aflac is all that's needed to cement the Pact, and it's customary to have a witness.
The agreement itself can be about anything - from agreeing to allow passage through barbarian lands, to oaths of fealty, to promises of assistance in times of war, etc. Whatever the oath, the parties involved are expected to keep their end of the agreement as best they can. Members of the Duck Tribe never make such pacts casually, and when they are made, they are usually made in the short term. A barbarian is only free of the pact once he has met all of his obligations, or if the other party breaks the agreement first. Pacts with outsiders are rare, but not unheard of, and Duck Tribes members know not to expect outsiders to place the same value on the pact that they do (which means that they'll usually watch for any sign that the other person has broken his word). Also, barbarians tend to adhere to the "spirit" of a pact, rather than the letter of it, which, depending on that particular barbarian's interpretations, can lead to some interesting situations or conundrums.
As a rule, members of the Duck Tribe take the Good Neighbor's Pact seriously and do not break it of their own volition. Still, it's known to happen, especially if honoring the pact proves to be dangerous or problematic to the rest of the tribe. In such cases, breaking with the pact for the tribe's sake is considered forgivable, especially if the pact was made with a non-member. Though the offending barbarian suffers a loss of status for doing so, he may eventually come back into the tribe's good graces. However, breaking the pact casually - without a damned good reason - is grounds for a number of punishments, including exile.
The Good Hands Sign: This gesture involves two cupped hands held together in front of one's self at stomach level, with the right hand on top of the left hand. Barbarians use the gesture as a form of greeting to those they know and like, as well as a form of farewell (not unlike a friendly wave). It demonstrates that one is not carrying weapons in his hands and can be trusted; meant to express good will and respect. The Good Hands gesture is often used in conjuction with the Aflac Yell. It is also the symbol of the Duck Tribe's god of protection, The Haysbert, which means that it can be found carved into various structures and Eco-Wizard items as a ward or protective sigil.
Payment of Premium: This refers to a monthly tithe that each adult tribe member is expected to pay upon the end of each lunar cycle. The tithe, also called a "premium," can be anything from a basket of food, to blankets and hides, to an Eco-Wizard item, dinosaur bones, or anything else that the Duck Tribe would regard as valuable or useful. The premium is paid to the Three Wise Women, who put these offerings away in communal storage as a insurance for tough times - times when the food might be scarce, or perhaps the weather particularly harsh. Though such situations are rare, given the Swamp's plentitude of resources, the Duck Tribe is unique in its preparedness. This extra stock of supplies is also used to care for the elderly or infirmed among the tribe; a primitive form of resource redistribution/social security.
Paying the premium is a requirement of tribal membership. Those who refuse to pay it are given several warnings, and then subsequently exiled. The criteria for the premium are such that they can be easily met by any capable and hard-working barbarian; only lazy or unproductive tribe members would suffer economic hardship trying to meet the premium. Children are exempt from paying the premium until their coming of age. The elderly or infirmed are also exempt, on the grounds that they have a "pre-existing condition."
Accident Forgiveness: The tradition of Accident Forgiveness dates back to the earliest days of the Duck Tribe. It is one of the more surprisingly civil customs practiced by the barbarians, and involves a tribesman demonstrating forbearance to those who have - intentionally or accidentally - wronged him. So long as the transgressor indemnifies the wronged party in a suitable manner (the appropriate compensation is determined by the Three Wise Women, and the value of said compensation is weighed against the severity of the crime), the victim is obligated by tribal law to forgive and forget what has been done to him. Once compensated, the victim abdicates his right to vengeance and may not pursue the matter further. In essence, Accident Forgiveness serves as a barbarian version of the Saxon "weregild," preventing endless blood feuds from erupting between the typically proud and violent barbarians of the Duck Tribe. Despite the name, the transgressions being forgiven need not be actual accidents. In fact, a majority of the transgressions for which this tradition is invoked are premeditated crimes - destruction or theft of another's property, publicly slandering another barbarian's character, sleeping with another warrior's mate, etc.
The Number 15: The number 15 is of special significance to the Duck Tribe. Geico the Gecko, the tribe's god of wisdom, is known to be fond of the number, which recurs frequently in tribal society. War parties have fifteen or less warriors. Barbarian traders will offer discounts of 15% or more to those they like. Fifteen years old marks the age at which a barbarian child is considered to become an adult. The ceremony to establish a Good Neighbor's Pact takes exactly fifteen minutes to perform. Having fifteen tattoos or piercings is regarded as fashionable and attractive. Fifteen successful hunts and fifteen glorious battles are the criteria for becoming a Wild Knives Warrior. Etcetera, etcetera.
The number 15 is highly venerated, and the Duck Tribe has many superstitions about its power. Though not a primary factor in most barbarian decision-making, any involvement (or lack thereof) of the number 15 in a given situation is often taken into consideration. For instance, barbarians are probably more likely to decide to attack an enemy if their war party has exactly fifteen members (since that's a lucky number of warriors, indeed). Yet, having less warriors may not make much of a difference, and said barbarians will probably still attack, if they have it in their minds to do so.
Given its basis on pre-Rifts insurance companies and concepts - particularly those of the auto insurance industry - the Duck Tribe has evolved some very odd and very unique customs that differentiate them from other barbarian tribes of the Southeast.
Naming Conventions: The Duck Tribe's members give their children a variety of insurance-related names upon birth. The tribe only uses given names and doesn't bother with surnames. The following names are a few of the most common.
- Males: Aflac, Dennis, Resplendent Tree Frog, Geico, Gecko, Nathaniel, Burke, Green Lizard, Travellers, Chartis, John Hancock, GMAC, Hanover, Genworth, Lincoln, Conseco, Assurant, Jackson National, OneBeacon, Wellpoint, Trupanion, Reliance, Penn Mutual, Omega, Horace Mann, Gerber Life, Ace, Policyholder
- Females: Erin, Flo, Liberty Mutual, Humana, Cigna, Aetna, Victoria, Fidelity, Aviva, Arbella, Secura, Amica, Delta, Prudential, Colonia, Primerica, Symetra, Cambia, Mutual of Omaha, Gracy Title, Safeway, Sun Life, Indemnity, Liability, Co-Pay, HMO, Casualty, Disability, Surety
The Aflac Yell: One of the most noticeable customs of the Duck Tribe is the habit of its members to shout the name of their patron deity, the mighty Aflac Duck. Among the tribe's children, this is one of the first words they learn to speak. Yelling the name "AFLAC!!!" can serve a number of purposes. It can be used as a greeting, a battle cry, a quick prayer, and as an indicator of deference or respect (much like saying "yes sir" to an authority figure). The word is always shouted if possible, and always done so with as much nasal inflection as the speaker can muster.
The Good Neighbor's Pact: Particularly deserving of mention is the so-called "Good Neighbor's Pact," a form of binding oath made by members of the Duck Tribe. This agreement is one of the few instances of institutionalized "word-of-honor" that exists among the barbarians. As a whole, barbarians tend to forego honor. Not because they are evil or incapable of it, but because high ideals such as "honor" tend to run contrary to their survival-based pragmatism. The Good Neighbor's Pact is something of an exception, however. The Pact can be made with individual barbarians, a group, or even with the tribe as a whole (though in such cases, only the Three Wise Women can speak for the tribe). Usually a brief ceremony to Aflac is all that's needed to cement the Pact, and it's customary to have a witness.
The agreement itself can be about anything - from agreeing to allow passage through barbarian lands, to oaths of fealty, to promises of assistance in times of war, etc. Whatever the oath, the parties involved are expected to keep their end of the agreement as best they can. Members of the Duck Tribe never make such pacts casually, and when they are made, they are usually made in the short term. A barbarian is only free of the pact once he has met all of his obligations, or if the other party breaks the agreement first. Pacts with outsiders are rare, but not unheard of, and Duck Tribes members know not to expect outsiders to place the same value on the pact that they do (which means that they'll usually watch for any sign that the other person has broken his word). Also, barbarians tend to adhere to the "spirit" of a pact, rather than the letter of it, which, depending on that particular barbarian's interpretations, can lead to some interesting situations or conundrums.
As a rule, members of the Duck Tribe take the Good Neighbor's Pact seriously and do not break it of their own volition. Still, it's known to happen, especially if honoring the pact proves to be dangerous or problematic to the rest of the tribe. In such cases, breaking with the pact for the tribe's sake is considered forgivable, especially if the pact was made with a non-member. Though the offending barbarian suffers a loss of status for doing so, he may eventually come back into the tribe's good graces. However, breaking the pact casually - without a damned good reason - is grounds for a number of punishments, including exile.
The Good Hands Sign: This gesture involves two cupped hands held together in front of one's self at stomach level, with the right hand on top of the left hand. Barbarians use the gesture as a form of greeting to those they know and like, as well as a form of farewell (not unlike a friendly wave). It demonstrates that one is not carrying weapons in his hands and can be trusted; meant to express good will and respect. The Good Hands gesture is often used in conjuction with the Aflac Yell. It is also the symbol of the Duck Tribe's god of protection, The Haysbert, which means that it can be found carved into various structures and Eco-Wizard items as a ward or protective sigil.
Payment of Premium: This refers to a monthly tithe that each adult tribe member is expected to pay upon the end of each lunar cycle. The tithe, also called a "premium," can be anything from a basket of food, to blankets and hides, to an Eco-Wizard item, dinosaur bones, or anything else that the Duck Tribe would regard as valuable or useful. The premium is paid to the Three Wise Women, who put these offerings away in communal storage as a insurance for tough times - times when the food might be scarce, or perhaps the weather particularly harsh. Though such situations are rare, given the Swamp's plentitude of resources, the Duck Tribe is unique in its preparedness. This extra stock of supplies is also used to care for the elderly or infirmed among the tribe; a primitive form of resource redistribution/social security.
Paying the premium is a requirement of tribal membership. Those who refuse to pay it are given several warnings, and then subsequently exiled. The criteria for the premium are such that they can be easily met by any capable and hard-working barbarian; only lazy or unproductive tribe members would suffer economic hardship trying to meet the premium. Children are exempt from paying the premium until their coming of age. The elderly or infirmed are also exempt, on the grounds that they have a "pre-existing condition."
Accident Forgiveness: The tradition of Accident Forgiveness dates back to the earliest days of the Duck Tribe. It is one of the more surprisingly civil customs practiced by the barbarians, and involves a tribesman demonstrating forbearance to those who have - intentionally or accidentally - wronged him. So long as the transgressor indemnifies the wronged party in a suitable manner (the appropriate compensation is determined by the Three Wise Women, and the value of said compensation is weighed against the severity of the crime), the victim is obligated by tribal law to forgive and forget what has been done to him. Once compensated, the victim abdicates his right to vengeance and may not pursue the matter further. In essence, Accident Forgiveness serves as a barbarian version of the Saxon "weregild," preventing endless blood feuds from erupting between the typically proud and violent barbarians of the Duck Tribe. Despite the name, the transgressions being forgiven need not be actual accidents. In fact, a majority of the transgressions for which this tradition is invoked are premeditated crimes - destruction or theft of another's property, publicly slandering another barbarian's character, sleeping with another warrior's mate, etc.
The Number 15: The number 15 is of special significance to the Duck Tribe. Geico the Gecko, the tribe's god of wisdom, is known to be fond of the number, which recurs frequently in tribal society. War parties have fifteen or less warriors. Barbarian traders will offer discounts of 15% or more to those they like. Fifteen years old marks the age at which a barbarian child is considered to become an adult. The ceremony to establish a Good Neighbor's Pact takes exactly fifteen minutes to perform. Having fifteen tattoos or piercings is regarded as fashionable and attractive. Fifteen successful hunts and fifteen glorious battles are the criteria for becoming a Wild Knives Warrior. Etcetera, etcetera.
The number 15 is highly venerated, and the Duck Tribe has many superstitions about its power. Though not a primary factor in most barbarian decision-making, any involvement (or lack thereof) of the number 15 in a given situation is often taken into consideration. For instance, barbarians are probably more likely to decide to attack an enemy if their war party has exactly fifteen members (since that's a lucky number of warriors, indeed). Yet, having less warriors may not make much of a difference, and said barbarians will probably still attack, if they have it in their minds to do so.
Foreign Relations
Panther Tribe: The Duck Tribe and the Panther Tribe are neighbors; they have adjacent hunting territories, which means the two groups have dealings fairly often. The Panthers are acknowledged as controlling the region around Fayetteville/Fort Bragg, and the Ducks are acknowledged as claiming the northeastern region of old South Carolina. Relations between the groups have varied greatly over the years. They have warred with each other, and they have also been close allies and trade partners. Most of the time, however, the Duck and the Panther are friendly rivals who respect each other's tribal laws and territorial boundaries. Duck warriors and Panther warriors will sometimes skirmish, but this is usually for sport, or as a test of skill, rather than out of any genuine hostility. The Panther tribesmen have a more covert style of fighting than the Duck tribesmen, preferring hit and run tactics to direct combat, and their weapons of choice are Bleeder Claws, as well as any Eco-Wizard items that confer stealth abilities.
The Panther Tribe's recent acquisition of Fort Bragg, within the last ten years, resulted in the tribe's leader - the Coach - discovering a new form of magic. This magic, seemingly derived from the Neeman relics uncovered at the fort, permitted the Panthers to summon warriors and devices of war from Earth's past. To the Duck Tribe, this new cargo cult/relic magic is a mystery, as well as more than a little intimidating. In fact, the Three Wise Women were deeply concerned that the Panther Tribe, with the help of their magical allies and war machines, were now powerful enough to conquer the Duck Tribe, if they so chose. However, their concerns were eased by the fact that the Panthers became embroiled in a protracted struggle with an American Civil War ghost army that also lay claim to Fort Bragg. The all-consuming nature of the conflict meant that the Panthers had no time to turn their attentions elsewhere. The Duck Tribe stayed out of the conflict, neither helping nor hurting the Panthers.
Though the relic magic of the Panther Tribe is formidable, it was unlikely that the tribe would've triumphed, simply by virtue of the fact that the ghostly warriors were nigh-impossible to destroy. Attrition would have eventually guaranteed the wraiths' victory. As such, the intercession of the Duck Tribe - via the combined efforts of the Von Traegers and the Bostock Expedition's Alpha Team - was a godsend to the barbarians. They were able to turn the tide and vanquish the ghost army. This, in turn, won the Von Traegers and the Bostock Expedition access to Fort Bragg and the gratitude of the Panthers. Consequently, the Duck and Panther Tribes are currently on excellent terms.
PePsi Tribe: The PePsis are a barbarian tribe known for having an unusually high number of psychics in its population. In fact, nearly 10% of the tribe's members are Master Psychics (particularly Mind Melters, Psi-Druids, and Spouters), with another 40-50% being Major and Minor psychics. Furthermore, the tribe is known to imbibe a strange magical concoction that amplifies the psionic powers. The dark and bubbly concoction is highly effective, and pound for pound, other barbarian psychics are unable to compete with a PePsi. However, the drink is also highly addictive, leaving many members little more than psi-enhanced junkies. Where the drink comes from, or how it's manufactured, is unknown, though the Three Wise Women suspect that an outside force is supplying the PePsis with it. The Siri, Cortana, and Alexa have wisely counseled their warriors against drinking the concoction themselves should they ever get their hands on some.
The Duck Tribe mostly avoids the PePsis. Even for barbarians, the PePsis are volatile and unpredictable, and their psionic abilities are substantial (especially when enhanced by their magical drink). Occasionally, members of the Duck Tribe have been victims of mind control or hypnotic suggestion at the hands of a PePsi, resulting in normally loyal warriors performing acts of sabotage against their tribe. Altered or missing memories are also indicators that one has had a run-in with the PePsis and been forced to forget it. As such, the Duck Tribe's own psychics keep a constant watch for signs of mental tampering in the population. Once found, such workings are quickly undone.
Devil Ray Tribe: This blackhearted barbarian tribe is one of the largest and most fearsome, claiming portions of northern Florida and southern Georgia as its territory. The tribe's ancestors are said to be survivors of Tampa Bay, most of which sank beneath the waves during the Great Cataclysm. Its tribal totem, the Devil Ray, is said to originate from that lost region. In Dinosaur Swamp, the Devil Rays have a reputation for extreme violence (even by barbarian standards), slavery, dark magic, and consortion with supernatural forces. Along with Eco-Wizardry, some of the Devil Ray tribesmen dabble in Necromancy and Summoning Magic, and it's not uncommon to see the tribe's more powerful mages accompanied by animated dead or minor demons. Due to the Devil Ray's infamy and sinister practices, many barbarians have taken to simply calling them the "Devil Tribe."
Although the Devil Rays are based far south of the Duck's Nest, its members can be encountered scouting and hunting all over Dinosaur Swamp. The Duck Tribe regards the Devil Rays as dangerous and insane; no better than the Tezcats. The general policy is to kill any Devil Rays found within fifty miles of the Duck's Nest. However, in practice, Duck tribesmen tend to secretly observe from a distance, happy to let the malevolent barbarians pass by without incident. Violence is only employed if the Devil Rays attack first, or if they get too close to the Duck's hunting grounds. This is due to the simply fact that the Devil Ray Tribe is thousands of members strong (roughly five times the size of the Duck Tribe), as well as crazy and aggressive enough to launch major retaliations against those who anger them. As such, the Duck Tribe shows an uncharacteristic amount of restraint when it comes to this tribe; only picking fights when absolutely necessary.
Children of Atom: The rad-cult known as the "Children of Atom," based in the ruins of a nuclear power station in western Georgia, have long been, until recently, a thorn in the side of the Duck Tribe. Led by powerful radiation priests and comprised of mutant outcasts from all across Dinosaur Swamp, the Children have historically elicited fear and distrust from the surrounding barbarians. Part of this is due to the strange, unearthly magic wielded by the cult's priests; magic made mysterious by the fact that the average barbarian understands nothing about ionizing radiation. Another part of this is the inclusion of mutants in the cult's ranks. Many tribes (the Duck Tribe being one of them) hold the belief that visible mutations are dangerous and unnatural, and when such traits appear within the population, the unfortunate soul (through no fault of his own) is exiled in order to keep the tribe's gene pool untainted.
Consequently, it's no surprise that when the Children first set up shop in Georgia and began inviting local mutants to join them, with open arms, the surrounding barbarian tribes grew to feel threatened and concerned. It wasn't long before several tribes - the Duck Tribe included - took it upon themselves to launch independent attacks against the Children's stronghold. These attacks took place over a number of years, and as one might expect, they didn't end very well for the barbarians. In each battle, the mutants fought fiercely, displaying abilities that put them on an equal footing with the warriors clad in Eco-Wizardry. The rad-priests, led by the so-called "Mutant King" Atom, struck the attackers with nuclear fire, bleeding sores, and blasts of toxic waste. Of those barbarians who survived the attacks and retreated home, many succumbed to radiation poisoning, falling ill and dying within days of their return. Others became mysteriously ill from being near the bodies of the irradiated dead, or from touching their now radioactive belongings. As far as the barbarians understood, they were being ravaged by a strange and implacable disease; one that their magic seemed unable to cure.
Eventually, once radiation poisoning had sufficiently weakened the various tribal communities, Atom sent his rad-priests to act as heralds, visiting each tribe that had participated in the attacks on his cult. These heralds offered terms of surrender: the barbarians were expected to cease their attacks and to promise no new attacks in the future. Furthermore, Atom had become fascinated with Eco-Wizardry, having watched as the barbarians employed it on the battlefield. Thus, each tribe was to pay a yearly tribute in the form of a basket of assorted Eco-Wizard items. If the tribes agreed to these terms, there would be no retaliatory attacks on the part of the Children, and the rad-priests would remove the illness (radiation) that was plaguing their communities. Refusal to accept the agreement, or breaking with the agreement at a later date, would result in the barbarian populations' continued exposure to uncontrolled ionizing radiation.
Faced with magic they didn't understand and with their survival at stake, some tribes, such as the Duck Tribe, decided to immediately accept the terms offered by the Children. Several other tribes were more resistant; too proud to surrender themselves to mutant filth. Alas, several more weeks of illness and death by radiation eventually brought these errant few in line. The resulting agreement, known as the Treaty of Atlanta, finally brought an end to the fighting between mutants and barbarians.
Since that time, roughly twenty years ago, the Duck Tribe has grudgingly made its annual tribute. Though most warriors chafe at the thought of giving Eco-Wizard gifts to an enemy, the memory of the horrors of radiation sickness is still fresh in many barbarians' minds. As such, they continued to honor the treaty... until recent events changed things.
A joint operation between the Von Traegers and the Bostock Expedition's Alpha Team tracked the rad-cult to its compound. After some brief violence, as well as surmounting a magical test, the visitors were able to reach a new agreement with the Mutant King, one in which the Duck Tribe was now forever free from paying tribute. Of all the tribes that originally attacked the Children of Atom, the Duck Tribe is currently the only tribe to have achieved this. Though released from their obligations, most Duck tribesmen are still very wary of the rad-priests. There is, at the moment, no relationship between the two groups, and the Duck Tribe prefers it this way.
City of Char: The Duck Tribe has no interaction with Char. Most barbarians have heard of a settlement in the Swamp that's built within the bones of the World Before. They know where it is, but pay it little mind. Char is more than one hundred miles from the Duck's Nest, and much too heavily populated for the tribe to launch any kind of successful raid. Occasionally, supplies from Char make their way to the tribe via traders, or, more often, from raids on travelers who previously visited Char. Otherwise, all they know about Char are the stories they hear.
Tezcats: Tezcats are unanimously reviled by members of the Duck Tribe. The tribe's warriors have occasionally skirmished with them over the years, but only when Tezcat hunting parties approach the perimeter of the tribe's lands. Encounters between the two cultures are minimal since the Tezcats tend not to travel as far north as the Duck's Nest. The Tezcats are regarded as terrible savages (for anyone to be called a "savage" by a barbarian is really saying something) who practice dark magic and worship evil gods. Their practice of cannibalism is both shocking and disgusting to the Duck Tribe, for even the most primitive of Swamp barbarians would never willfully eat another human (unless forced to by desperate circumstances). Common wisdom is to kill all Tezcats on sight.
Camp Cherokee: A large portion of central Georgia is a Native American preserve; ancestral land reclaimed by the Cherokee and several allied tribes: the Lumbee, Catawba, and Creek. The region, known as "Camp Cherokee," is home to thousands of traditionalist Indians and dozens of villages, as well as the Ocmulgee Mound Complex - a site containing ancient mound structures with supposedly magical properties. Though outsiders from high-tech societies might see little difference between the Swamp's barbarians and traditionalist Native Americans, such a conclusion is highly flawed. There is an ocean of difference in terms of society, culture, beliefs, and magic. The only real commonality shared by the two groups is their intimate knowledge of Dinosaur Swamp and their adeptness at surviving there.
The Duck's Nest is located almost a hundred miles from the edges of Camp Cherokee. Yet, encounters between hunting or scouting parties from both groups do happen from time to time. As a rule, the Cherokee and their allies are isolationists who have no interest in interacting with those from outside their preserve. They do not trade or ally themselves with others, nor do they initiate conflicts. In short, they simply want to be left alone. For their part, the barbarians keep their distance. They respect the Indians' fighting skills and magic. Barbarian Eco-Wizards have expressed confoundment and fascination with Native American fetish weapons since such weapons only seem to work for their original owners (which makes stealing them somewhat pointless). The Duck Tribe acknowledges that the Indians follow their own diverse pantheon of gods and spirits, and its warriors have seen the power of these beings first hand.
In decades past, the Duck Tribe occasionally clashed with the Cherokee; periodically raiding Indian villages for women and supplies. The Indians' reprisals were quick, bloody, and rarely went in the Duck Tribe's favor. Though the Cherokee and their allies are peaceful, the barbarians have learned that this does not mean that they are weak or unwilling to do battle. As a result, the followers of Aflac leave the residents of Camp Cherokee alone, preferring to focus on easier prey. Nowadays, only young warriors with something to prove will sometimes antagonize the Indians, usually in order to test their mettle or earn some renown.
The Shemarrians: The Amazonian D-Bee cyborgs are something of a curiosity to the Duck Tribe. On the one hand, the barbarians view them as inhuman invaders and know next to nothing about them or their intentions. On the other hand, the barbarians admire the warrior women for their beauty and combat prowess. Prior experiences attacking Shemarrian war parties have given the Duck Tribe a healthy respect for the cyborgs. Most instances of violence between the two cultures have been brief clashes; raids on the part of the barbarians to steal supplies and probe the warrior women's strengths (something that, frankly, the barbarians do to everybody). However, the Duck Tribe long ago learned that the Shemarrians are tenacious when it comes to recovering stolen property. As such, the tribe's barbarians tend to give the D-Bees a fairly wide berth, operating on the principle of "you leave us alone, and we'll leave you alone." That said, the barbarians generally consider dying at the hands of a Shemarrian to be a feat worthy of story and song, and many a warrior fantasizes about bedding one of these women.
The barbarians are aware that the Shemarrians consider South Carolina part of their "nation," which includes the lands of the Duck Tribe, and this has definitely ruffled more than a few feathers. The idea that non-human outsiders would have the audacity to claim ownership of ancestral barbarian lands is offensive to the barbarians and rankles their pride. Still, it helps that the Shemarrians keep to themselves and don't generally bother anyone unless bothered first. That, and the fact that the Shemarrians mercilessly hunt down Splugorth Slavers, Horune Pirates, and Tezcats - all of whom are also enemies of the Duck Tribe. Also, Shemarrians are rarely, if ever, sighted deep in the Eastern Marshes, for it seems that their mounts and battle armor aren't well-suited to the watery environs. No Shemarrians have ever been seen near the Duck's Nest, which works to keep the barbarians at ease.
Splugorth Raiding Parties & Horune Pirates: These two forces are hated and feared by the Duck Tribe, and all barbarians, for that matter. Both groups are slavers who prowl the coasts of Dinosaur Swamp, looking for dinosaurs, monsters and people to capture. Over the years, more than one follower of Aflac has been taken by Splugorth raiders or the Horune. The barbarians don't seem to know what happens to such individuals. Some say they are used as laborers, others say that they are eaten, and others still say that they are sacrificed to dark gods. The only thing that's certain is that the captives are never seen again.
Visits to Dinosaur Swamp by both the Splugorth Minions and the Horune Pirates are said to be semi-regular occurrences, and they are sometimes known to travel as far as a hundred miles inland looking for potential slaves. Past clashes with the two groups have proven that they are incredibly dangerous opponents, armed with powerful magic, psionics, and technology. In such fights, the barbarians have grudgingly indicated that their forces were woefully inadequate to the task of taking on these enemies from across the sea. All battles between the Duck Tribe and the foreign slavers have resulted in the barbarian war party either being slaughtered or being repelled. Or worse, captured.
For now, the Duck Tribe takes great pains to avoid encounters with the Splugorth or the Horune. Given the proximity of the Duck's Nest to the Atlantic Ocean, there are concerns that the foreign slavers might one day discover the tribe's home, which is as close to an apocalyptic scenario as the barbarians can conceive. Some particularly bold barbarian war parties have employed the tactic of getting themselves pursued by Splugorth Minions or Horune, eventually leading their pursuers to the location of a Shemarrian or Devil Ray encampment. The Duck tribesmen then step back and let the resulting battle play out.
The Magic Kingdom: Even as far north as the Duck's Nest, the barbarians know about the Magic Kingdom - a legendary place at the southernmost edges of Dinosaur Swamp. A place home to Death itself. The old myths claim that it was a land of great joy and wonder during the days of the Neemans. Yet now, the Magic Kingdom is a realm of horror, said to be infested with the Undead. Few warriors of the Duck Tribe have ever ventured that far into the Swamp, and of those who do, most never return. The handful who do come back bring with them tales that chill even the most hardened of barbarians to the bone. As such, the Magic Kingdom (and most of southern Florida) is commonly regarded as a forbidden zone, completely Aflac-forsaken. The fact that even the Devil Ray Tribe avoids the region is seen as evidence enough that the area is a no-man's land.
Panther Tribe: The Duck Tribe and the Panther Tribe are neighbors; they have adjacent hunting territories, which means the two groups have dealings fairly often. The Panthers are acknowledged as controlling the region around Fayetteville/Fort Bragg, and the Ducks are acknowledged as claiming the northeastern region of old South Carolina. Relations between the groups have varied greatly over the years. They have warred with each other, and they have also been close allies and trade partners. Most of the time, however, the Duck and the Panther are friendly rivals who respect each other's tribal laws and territorial boundaries. Duck warriors and Panther warriors will sometimes skirmish, but this is usually for sport, or as a test of skill, rather than out of any genuine hostility. The Panther tribesmen have a more covert style of fighting than the Duck tribesmen, preferring hit and run tactics to direct combat, and their weapons of choice are Bleeder Claws, as well as any Eco-Wizard items that confer stealth abilities.
The Panther Tribe's recent acquisition of Fort Bragg, within the last ten years, resulted in the tribe's leader - the Coach - discovering a new form of magic. This magic, seemingly derived from the Neeman relics uncovered at the fort, permitted the Panthers to summon warriors and devices of war from Earth's past. To the Duck Tribe, this new cargo cult/relic magic is a mystery, as well as more than a little intimidating. In fact, the Three Wise Women were deeply concerned that the Panther Tribe, with the help of their magical allies and war machines, were now powerful enough to conquer the Duck Tribe, if they so chose. However, their concerns were eased by the fact that the Panthers became embroiled in a protracted struggle with an American Civil War ghost army that also lay claim to Fort Bragg. The all-consuming nature of the conflict meant that the Panthers had no time to turn their attentions elsewhere. The Duck Tribe stayed out of the conflict, neither helping nor hurting the Panthers.
Though the relic magic of the Panther Tribe is formidable, it was unlikely that the tribe would've triumphed, simply by virtue of the fact that the ghostly warriors were nigh-impossible to destroy. Attrition would have eventually guaranteed the wraiths' victory. As such, the intercession of the Duck Tribe - via the combined efforts of the Von Traegers and the Bostock Expedition's Alpha Team - was a godsend to the barbarians. They were able to turn the tide and vanquish the ghost army. This, in turn, won the Von Traegers and the Bostock Expedition access to Fort Bragg and the gratitude of the Panthers. Consequently, the Duck and Panther Tribes are currently on excellent terms.
PePsi Tribe: The PePsis are a barbarian tribe known for having an unusually high number of psychics in its population. In fact, nearly 10% of the tribe's members are Master Psychics (particularly Mind Melters, Psi-Druids, and Spouters), with another 40-50% being Major and Minor psychics. Furthermore, the tribe is known to imbibe a strange magical concoction that amplifies the psionic powers. The dark and bubbly concoction is highly effective, and pound for pound, other barbarian psychics are unable to compete with a PePsi. However, the drink is also highly addictive, leaving many members little more than psi-enhanced junkies. Where the drink comes from, or how it's manufactured, is unknown, though the Three Wise Women suspect that an outside force is supplying the PePsis with it. The Siri, Cortana, and Alexa have wisely counseled their warriors against drinking the concoction themselves should they ever get their hands on some.
The Duck Tribe mostly avoids the PePsis. Even for barbarians, the PePsis are volatile and unpredictable, and their psionic abilities are substantial (especially when enhanced by their magical drink). Occasionally, members of the Duck Tribe have been victims of mind control or hypnotic suggestion at the hands of a PePsi, resulting in normally loyal warriors performing acts of sabotage against their tribe. Altered or missing memories are also indicators that one has had a run-in with the PePsis and been forced to forget it. As such, the Duck Tribe's own psychics keep a constant watch for signs of mental tampering in the population. Once found, such workings are quickly undone.
Devil Ray Tribe: This blackhearted barbarian tribe is one of the largest and most fearsome, claiming portions of northern Florida and southern Georgia as its territory. The tribe's ancestors are said to be survivors of Tampa Bay, most of which sank beneath the waves during the Great Cataclysm. Its tribal totem, the Devil Ray, is said to originate from that lost region. In Dinosaur Swamp, the Devil Rays have a reputation for extreme violence (even by barbarian standards), slavery, dark magic, and consortion with supernatural forces. Along with Eco-Wizardry, some of the Devil Ray tribesmen dabble in Necromancy and Summoning Magic, and it's not uncommon to see the tribe's more powerful mages accompanied by animated dead or minor demons. Due to the Devil Ray's infamy and sinister practices, many barbarians have taken to simply calling them the "Devil Tribe."
Although the Devil Rays are based far south of the Duck's Nest, its members can be encountered scouting and hunting all over Dinosaur Swamp. The Duck Tribe regards the Devil Rays as dangerous and insane; no better than the Tezcats. The general policy is to kill any Devil Rays found within fifty miles of the Duck's Nest. However, in practice, Duck tribesmen tend to secretly observe from a distance, happy to let the malevolent barbarians pass by without incident. Violence is only employed if the Devil Rays attack first, or if they get too close to the Duck's hunting grounds. This is due to the simply fact that the Devil Ray Tribe is thousands of members strong (roughly five times the size of the Duck Tribe), as well as crazy and aggressive enough to launch major retaliations against those who anger them. As such, the Duck Tribe shows an uncharacteristic amount of restraint when it comes to this tribe; only picking fights when absolutely necessary.
Children of Atom: The rad-cult known as the "Children of Atom," based in the ruins of a nuclear power station in western Georgia, have long been, until recently, a thorn in the side of the Duck Tribe. Led by powerful radiation priests and comprised of mutant outcasts from all across Dinosaur Swamp, the Children have historically elicited fear and distrust from the surrounding barbarians. Part of this is due to the strange, unearthly magic wielded by the cult's priests; magic made mysterious by the fact that the average barbarian understands nothing about ionizing radiation. Another part of this is the inclusion of mutants in the cult's ranks. Many tribes (the Duck Tribe being one of them) hold the belief that visible mutations are dangerous and unnatural, and when such traits appear within the population, the unfortunate soul (through no fault of his own) is exiled in order to keep the tribe's gene pool untainted.
Consequently, it's no surprise that when the Children first set up shop in Georgia and began inviting local mutants to join them, with open arms, the surrounding barbarian tribes grew to feel threatened and concerned. It wasn't long before several tribes - the Duck Tribe included - took it upon themselves to launch independent attacks against the Children's stronghold. These attacks took place over a number of years, and as one might expect, they didn't end very well for the barbarians. In each battle, the mutants fought fiercely, displaying abilities that put them on an equal footing with the warriors clad in Eco-Wizardry. The rad-priests, led by the so-called "Mutant King" Atom, struck the attackers with nuclear fire, bleeding sores, and blasts of toxic waste. Of those barbarians who survived the attacks and retreated home, many succumbed to radiation poisoning, falling ill and dying within days of their return. Others became mysteriously ill from being near the bodies of the irradiated dead, or from touching their now radioactive belongings. As far as the barbarians understood, they were being ravaged by a strange and implacable disease; one that their magic seemed unable to cure.
Eventually, once radiation poisoning had sufficiently weakened the various tribal communities, Atom sent his rad-priests to act as heralds, visiting each tribe that had participated in the attacks on his cult. These heralds offered terms of surrender: the barbarians were expected to cease their attacks and to promise no new attacks in the future. Furthermore, Atom had become fascinated with Eco-Wizardry, having watched as the barbarians employed it on the battlefield. Thus, each tribe was to pay a yearly tribute in the form of a basket of assorted Eco-Wizard items. If the tribes agreed to these terms, there would be no retaliatory attacks on the part of the Children, and the rad-priests would remove the illness (radiation) that was plaguing their communities. Refusal to accept the agreement, or breaking with the agreement at a later date, would result in the barbarian populations' continued exposure to uncontrolled ionizing radiation.
Faced with magic they didn't understand and with their survival at stake, some tribes, such as the Duck Tribe, decided to immediately accept the terms offered by the Children. Several other tribes were more resistant; too proud to surrender themselves to mutant filth. Alas, several more weeks of illness and death by radiation eventually brought these errant few in line. The resulting agreement, known as the Treaty of Atlanta, finally brought an end to the fighting between mutants and barbarians.
Since that time, roughly twenty years ago, the Duck Tribe has grudgingly made its annual tribute. Though most warriors chafe at the thought of giving Eco-Wizard gifts to an enemy, the memory of the horrors of radiation sickness is still fresh in many barbarians' minds. As such, they continued to honor the treaty... until recent events changed things.
A joint operation between the Von Traegers and the Bostock Expedition's Alpha Team tracked the rad-cult to its compound. After some brief violence, as well as surmounting a magical test, the visitors were able to reach a new agreement with the Mutant King, one in which the Duck Tribe was now forever free from paying tribute. Of all the tribes that originally attacked the Children of Atom, the Duck Tribe is currently the only tribe to have achieved this. Though released from their obligations, most Duck tribesmen are still very wary of the rad-priests. There is, at the moment, no relationship between the two groups, and the Duck Tribe prefers it this way.
City of Char: The Duck Tribe has no interaction with Char. Most barbarians have heard of a settlement in the Swamp that's built within the bones of the World Before. They know where it is, but pay it little mind. Char is more than one hundred miles from the Duck's Nest, and much too heavily populated for the tribe to launch any kind of successful raid. Occasionally, supplies from Char make their way to the tribe via traders, or, more often, from raids on travelers who previously visited Char. Otherwise, all they know about Char are the stories they hear.
Tezcats: Tezcats are unanimously reviled by members of the Duck Tribe. The tribe's warriors have occasionally skirmished with them over the years, but only when Tezcat hunting parties approach the perimeter of the tribe's lands. Encounters between the two cultures are minimal since the Tezcats tend not to travel as far north as the Duck's Nest. The Tezcats are regarded as terrible savages (for anyone to be called a "savage" by a barbarian is really saying something) who practice dark magic and worship evil gods. Their practice of cannibalism is both shocking and disgusting to the Duck Tribe, for even the most primitive of Swamp barbarians would never willfully eat another human (unless forced to by desperate circumstances). Common wisdom is to kill all Tezcats on sight.
Camp Cherokee: A large portion of central Georgia is a Native American preserve; ancestral land reclaimed by the Cherokee and several allied tribes: the Lumbee, Catawba, and Creek. The region, known as "Camp Cherokee," is home to thousands of traditionalist Indians and dozens of villages, as well as the Ocmulgee Mound Complex - a site containing ancient mound structures with supposedly magical properties. Though outsiders from high-tech societies might see little difference between the Swamp's barbarians and traditionalist Native Americans, such a conclusion is highly flawed. There is an ocean of difference in terms of society, culture, beliefs, and magic. The only real commonality shared by the two groups is their intimate knowledge of Dinosaur Swamp and their adeptness at surviving there.
The Duck's Nest is located almost a hundred miles from the edges of Camp Cherokee. Yet, encounters between hunting or scouting parties from both groups do happen from time to time. As a rule, the Cherokee and their allies are isolationists who have no interest in interacting with those from outside their preserve. They do not trade or ally themselves with others, nor do they initiate conflicts. In short, they simply want to be left alone. For their part, the barbarians keep their distance. They respect the Indians' fighting skills and magic. Barbarian Eco-Wizards have expressed confoundment and fascination with Native American fetish weapons since such weapons only seem to work for their original owners (which makes stealing them somewhat pointless). The Duck Tribe acknowledges that the Indians follow their own diverse pantheon of gods and spirits, and its warriors have seen the power of these beings first hand.
In decades past, the Duck Tribe occasionally clashed with the Cherokee; periodically raiding Indian villages for women and supplies. The Indians' reprisals were quick, bloody, and rarely went in the Duck Tribe's favor. Though the Cherokee and their allies are peaceful, the barbarians have learned that this does not mean that they are weak or unwilling to do battle. As a result, the followers of Aflac leave the residents of Camp Cherokee alone, preferring to focus on easier prey. Nowadays, only young warriors with something to prove will sometimes antagonize the Indians, usually in order to test their mettle or earn some renown.
The Shemarrians: The Amazonian D-Bee cyborgs are something of a curiosity to the Duck Tribe. On the one hand, the barbarians view them as inhuman invaders and know next to nothing about them or their intentions. On the other hand, the barbarians admire the warrior women for their beauty and combat prowess. Prior experiences attacking Shemarrian war parties have given the Duck Tribe a healthy respect for the cyborgs. Most instances of violence between the two cultures have been brief clashes; raids on the part of the barbarians to steal supplies and probe the warrior women's strengths (something that, frankly, the barbarians do to everybody). However, the Duck Tribe long ago learned that the Shemarrians are tenacious when it comes to recovering stolen property. As such, the tribe's barbarians tend to give the D-Bees a fairly wide berth, operating on the principle of "you leave us alone, and we'll leave you alone." That said, the barbarians generally consider dying at the hands of a Shemarrian to be a feat worthy of story and song, and many a warrior fantasizes about bedding one of these women.
The barbarians are aware that the Shemarrians consider South Carolina part of their "nation," which includes the lands of the Duck Tribe, and this has definitely ruffled more than a few feathers. The idea that non-human outsiders would have the audacity to claim ownership of ancestral barbarian lands is offensive to the barbarians and rankles their pride. Still, it helps that the Shemarrians keep to themselves and don't generally bother anyone unless bothered first. That, and the fact that the Shemarrians mercilessly hunt down Splugorth Slavers, Horune Pirates, and Tezcats - all of whom are also enemies of the Duck Tribe. Also, Shemarrians are rarely, if ever, sighted deep in the Eastern Marshes, for it seems that their mounts and battle armor aren't well-suited to the watery environs. No Shemarrians have ever been seen near the Duck's Nest, which works to keep the barbarians at ease.
Splugorth Raiding Parties & Horune Pirates: These two forces are hated and feared by the Duck Tribe, and all barbarians, for that matter. Both groups are slavers who prowl the coasts of Dinosaur Swamp, looking for dinosaurs, monsters and people to capture. Over the years, more than one follower of Aflac has been taken by Splugorth raiders or the Horune. The barbarians don't seem to know what happens to such individuals. Some say they are used as laborers, others say that they are eaten, and others still say that they are sacrificed to dark gods. The only thing that's certain is that the captives are never seen again.
Visits to Dinosaur Swamp by both the Splugorth Minions and the Horune Pirates are said to be semi-regular occurrences, and they are sometimes known to travel as far as a hundred miles inland looking for potential slaves. Past clashes with the two groups have proven that they are incredibly dangerous opponents, armed with powerful magic, psionics, and technology. In such fights, the barbarians have grudgingly indicated that their forces were woefully inadequate to the task of taking on these enemies from across the sea. All battles between the Duck Tribe and the foreign slavers have resulted in the barbarian war party either being slaughtered or being repelled. Or worse, captured.
For now, the Duck Tribe takes great pains to avoid encounters with the Splugorth or the Horune. Given the proximity of the Duck's Nest to the Atlantic Ocean, there are concerns that the foreign slavers might one day discover the tribe's home, which is as close to an apocalyptic scenario as the barbarians can conceive. Some particularly bold barbarian war parties have employed the tactic of getting themselves pursued by Splugorth Minions or Horune, eventually leading their pursuers to the location of a Shemarrian or Devil Ray encampment. The Duck tribesmen then step back and let the resulting battle play out.
The Magic Kingdom: Even as far north as the Duck's Nest, the barbarians know about the Magic Kingdom - a legendary place at the southernmost edges of Dinosaur Swamp. A place home to Death itself. The old myths claim that it was a land of great joy and wonder during the days of the Neemans. Yet now, the Magic Kingdom is a realm of horror, said to be infested with the Undead. Few warriors of the Duck Tribe have ever ventured that far into the Swamp, and of those who do, most never return. The handful who do come back bring with them tales that chill even the most hardened of barbarians to the bone. As such, the Magic Kingdom (and most of southern Florida) is commonly regarded as a forbidden zone, completely Aflac-forsaken. The fact that even the Devil Ray Tribe avoids the region is seen as evidence enough that the area is a no-man's land.