MONSTEROLOGY - THE civilized cult
Monsterology did not come to Coffin Canyon to negotiate.
They tried that first.
- Bribes were paid.
- Permits were forged.
- Shine Riders were hired as disposable tools.
- Liberty Corps officers were entertained, gifted, flattered, and quietly compromised.
It didn’t last.
- The canyon proved too valuable.
- The monsters too powerful.
- The Houses too ambitious.
Now Monsterology operates outside all authority, because authority is simply another form of prey.
PHILOSOPHY: THE HUNT NEVER ENDS
Monsterology believes that dominance reveals truth.
They have hunted beasts across continents and centuries.
They have killed what empires called sacred and eaten what cultures called untouchable.
- The world bent.
- The world always does.
- Monsters were the next challenge.
Then came the realization:
- Humans hunt back.
- That makes them worthy.
To Monsterology, a thinking, planning, resisting enemy is not a crime. It is an elevation of the hunt.
- Rangers sabotage expeditions.
- Liberty Corps patrols adapt.
- Rival Houses scheme and counter-scheme.
Good.
- A hunt without risk is boredom.
- A hunt without consequence is vanity.
- The ultimate quarry does not flee blindly.
It learns.
DOCTRINE: POWER IS DIGESTIBLE
Monsterology does not worship gods.
- It does not revere nature.
- It believes in Inheritance.
All power already exists in the world, trapped in inefficient forms.
- Monsters are not sacred.
- They are unfinished.
To understand something, Monsterology teaches, you must:
- Capture it.
- Break it down.
- Refine it.
- Consume it.
Knowledge is not read.
- It is absorbed.
Majik is not mystical.
- It is nutrient density.
THE SYNOD SEVEN
At the apex of Monsterology sits the Synod Seven, an ancient ruling council formed from the eldest bloodlines of the great Houses.
- They are old.
- They are obscenely wealthy.
- They are no longer fully human.
- Some are sustained entirely on distilled essences.
- Others are rumored to be immobile, entombed within vast life-support reliquaries.
The Synod Seven defines doctrine, sanctions ingestion rites, authorizes Great Workings, and determines which bloodlines may consume which powers.
- They never appear on the battlefield.
- When Monsterology acts in Coffin Canyon, it does so with their permission.
THE FEAST BISHOP
The highest spiritual authority ever permitted into the field is the Feast Bishop.
He is enthroned behind a mobile feasting dais, a ritual table mounted on iron wheels and pushed into position by Devourer Adepts.
He wears a massive human mascot head, an idealized face representing perfected humanity, crowned with a red bishop’s mitre.
- The mouth of the mask is permanently open.
- It is a liturgical instrument.
- When monsters fall, their Mort is prepared and presented.
- Thyr crystals are shattered and consumed.
Through sanctioned ingestion, the Bishop performs Great Workings, battlefield rituals that prove Monsterology’s doctrine correct.
- He is not worshiped.
- He is evidence.
- He shall feast.
DEVOURER ADEPTS
Devourer Adepts are frail, non-combatant ritual assistants who accompany the Feast Bishop.
They harvest Mort from freshly slain monsters, prepare consumable portions, maintain ritual purity, and ensure ingestion follows Synod-approved doctrine.
- They do not eat for power.
- They eat to learn restraint.
- A Feast Bishop cannot be deployed without them.
HEXAN — ACOLYTES OF THE GORGET
Hexan are ordained acolytes of Monsterology’s ingestive faith.
Clad in tailored suits, red pointed hats, and ceremonial gorgets etched with teeth, Thyr veins, and House sigils, they serve as liturgical engineers, Electromagik stabilizers, and witnesses to sanctioned consumption.
- Their lightning is not spellcraft.
- It is liturgy made visible.
MONSTERS AND MEN
Monsters are not special because they are different.
They are special because they are difficult.
- They see.
- They remember.
- They react.
- They bleed power.
- They resist extinction.
- They have passed through the veil.
That makes them worthy.
Humans who interfere are no different.
- A Ranger who protects a monster understands its value.
- A Liberty Corps officer who adapts proves capability.
- A Shine Rider who double-crosses a House shows initiative.
Monsterology does not distinguish between monster and man, only between worthy and waste.
THE END OF COOPERATION
Liberty Corps:
Once useful. Now obstructive. Treated as active hazards.
Shine Riders:
Unreliable. Used only as bait, or to see which survive.
Monster Rangers:
The most irritating quarry of all.
Hunted deliberately.
Not for resources.
For correction.
THE HUNT MADE ABSOLUTE
Monsterology expeditions operate under a single doctrine:
- If it interferes, it is prey.
- Hunts provoke response.
- Kill-zones are mapped.
- False Thyr caches are seeded.
Victory is measured not just in trophies, but in who fails to return.
WHAT MONSTEROLOGY WANTS
Monsterology does not want Coffin Canyon stabilized.
- It wants it alive.
- Hostile.
- Escalating.
- A quiet canyon produces less data.
- A controlled canyon produces fewer legends.
When the canyon no longer challenges them, they will move on, leaving behind ruins, broken factions, and fear.
CHOOSE MONSTEROLOGY IF YOU…
- Want to play the apex threat everyone reacts to.
- Enjoy hunting players as much as monsters.
- Like intelligence, preparation, and escalation.
- Want to be feared, not tolerated.
- Believe survival itself is a test.
SOUND STRATEGIES & PLAYSTYLE
- Engineer conflict.
- Treat every opposing unit as prey.
- Use false objectives and baited zones.
- Kill, test, and eliminate intelligently.
Win by proving no one else belongs at the top. The Feast must not be stopped.