Screaming Vortex - Xurunt: Xurunt is one of the more stable and populous worlds to be found in the Screaming Vortex. It takes the form of an extremely large, rocky planet orbiting the star Canares in the layer of seventh fluvial transgression. Despite the massive size of the world, the gravity on Xurunt exists within normal parameters due to its allegedly hollow core.The surface of Xurunt is dominated by several great landmasses separated by small seas too acidic to support any but the most hardy and truculent forms of life. At some point the landmasses of Xurunt were civilised; the marks of ancient roadways cross the land, and faint traces of ruined cities still exist in some areas.Some great cataclysm evidently overtook the inhabitants of Xurunt -- perhaps at the moment of being drawn into the Screaming Vortex, or more likely later as the natural order broke down and terror stalked the streets. The current inhabitants of Xurunt do not speak of such times and regard the virtually obliterated ruins of cities with superstitious fear.The population of Xurunt is made up of numerous fierce Human nomadic tribes, the Xur, who move ceaselessly over the wide prairies of the interior. In the long summer months when different tribes meet, they fight; each attempting to kill and enslave the other without any thought of parley. The way of the Xur is dominance and a powerful tribe can quickly amass a mighty thrall-train and great herds of Xurunsh, the Grox-like beast that the Xur use for mounts, food, and transportation. However, a tribe too overburdened with plunder soon has every other tribe attempting to steal any Xurunsh and slaves it cannot protect in an endless cycle of conflict.During the short, hard Xurunt winter the nomads studiously ignore one another unless provoked, some tribes withdrawing to fortified camps on mesas while others migrate to warmer climes in the world's equatorial belt. On a few celebrated occasions a warlord has emerged that was known for being especially formidable as he would campaign through the winter, being given the acclamation of Sacanta or "Frost Father" in the local language.Xur warriors admire flamboyant bravery in battle above all else and treasure the polished skulls of their enemies more than gold or jewels. The Xur are unruly and hard to command but make for skilled and fearless opponents. Xur combat is fast and furious, a swift exchange of missiles followed by a thunderous charge into close combat.Clever warlords try to fix their opponent's attention and then catch them with an unexpected charge from the flanks or rear. Such tactics are so well-worn that few Xur will fall for them, the fight devolving into a series of skirmishes as the flanking forces clash. Outlanders expecting only a primitive frontal charge can, and do, get caught out, however, as the burned wrecks of several voidships on Xurunt's surface mutely testify.In most tribes both sexes are trained to fight from the moment they are old enough to sit on a Xurunsh. They must become proficient with the three-metre-long lance-goad used to control the hulking creature, as well as lead-weighted javelins and the powerful horn recurve bows favoured by the Xur.Lethal as they are in the hands of Xur warriors, all of these weapons are secondary to the deadly power of the Xurunsh itself, a veritable moving mountain of muscle, scale, and horn. What little love Xur warriors have is reserved for their mounts. Especially quick and powerful beasts are lauded and pampered, bedecked with precious stones and finely woven cloth. Metal armour is more often seen worn by Xurunsh than by their riders -- slitted eye plates, neck and belly armour being most common. Claw sheathes and impaling spikes add to the Xurunsh's already-imposing profile. The most renowned Xurunsh are often remembered in Xur legend and song long after their rider's legacy has faded.Across the whole of the vast surface of Xurunt only eight structures remain that are greater than knee-high stumps. These are huge, pot-bellied idols to a bull-headed deity the Xur call "Baphtar." These gigantic bronze constructions are several hundreds metres tall and of unknown origin, said by the tribesmen to be gifts of the gods.Each is different in details, but all portray the same figure squatting back on its hooves with fists clenched and head tipped back with jaws agape as if caught in a moment of bellowing rage. By ancient law, any combat that takes place within sight of one of the towering idols is dedicated to Baphtar's honour and no slaves or Xurunsh are permitted to be taken alive.Each winter a tribe under a mighty warlord that has waxed powerful in the summer months will encamp themselves around an idol of Baphtar. The very fiercest battles will occur where two or more tribes arrive to claim the honour. Afterwards, in a succession of long, frenzied ceremonies, the warlord makes numerous sacrifices and dedicates his victories to Baphtar's name.Ritual combats occur between the tribes' warriors and adolescents are tested most stringently at this time. To become an adult within Baphtar's sight is felt to be an especially portentous sign and is marked with branding of the celebrants. Any show of weakness is met with immediate bloodshed to expunge the sin before Baphtar becomes wrathful.By the arrival of spring the tribes that return from the idols can be reduced to just a handful of warriors. The Xur fear these "chosen of Baphtar" for their battle fury and the legends that tell of chosen returning armed with weapons of lightning or unstoppable brazen Xurunsh that neither ate nor drank.According to Xur myth the most worthy warriors are carried up by Baphtar himself to join his iron hosts and fight in the Long War. Often no one at all returns from an idol, and each is surrounded by a parched white plain made of the skulls of the unworthy supplicants.The Xur have few metal-working skills and hold labours like mining in contempt as a task fit only for slaves. The main source of their worked metal comes from hunting the great clanking creatures they call Onir, or "dragons." The Onir burrow up periodically from beneath the surface of Xurunt, huge, multi-limbed metal beasts covered in wheels and rods that are more reminiscent of crabs than reptiles. The Xur have learned how to hunt the lumbering constructs by vaulting on their backs and blinding them, a daring feat that wins high renown among the tribes for the survivors.The Onir retaliate with gouts of flame and rotating blades but can seldom escape the tribesmen for long; once immobilised the great beast is stripped to its gleaming metal skeleton. Hull plates are beaten into blades and Xurunsh armour and rods are reshaped into lance-goads, wires made into halters, lariats, and garrottes. Every part of the Onir is used, with even the bones being dragged away by teams of Xurunsh to be incorporated in the tribe's winter camp.The Xur understand that the Onir are not real, living creatures and maintain that they are made by beings that live in the hollow centre of their world that they call "Svartlings" -- a troglodytic race, possibly the mutated survivors of the first city-builders or some other strange beings deposited on Xurunt by the caprices of the Screaming Vortex.Most Xur view Svartlings with fear and mistrust but some among their number are said to have dealings with them by going deep beneath the earth into caves or fissures. Such Xur risk becoming sorcerers and outcasts in the eyes of their fellows if they are discovered, although the magical gifts to be won have tempted many. A Xur sorcerer is said to be able to predict the weather accurately and speak over limitless distances, summon lightning, and blind their enemies with but a gesture.