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=== Languages ===
=== Languages ===
The Lizardfolk racial language is by far the most commonly spoken language in the marshes. Dwarven is understood by some of the lizardfolk, but not widely. [[Common]], [[Meroitic]], and [[Tabahan]] are also used but even less frequently.
The Lizardfolk racial language is by far the most commonly spoken language in the marshes. [[Dwarven]] is understood by some of the lizardfolk, but not widely. [[Common]], [[Meroitic]], and [[Tabahan]] are also used but even less frequently.


=== Arts ===
=== Arts ===

Latest revision as of 16:48, 25 March 2024

Xatabra (pronounced zah-TAH-brah) is a region of marshes and floodplains, home to a great many lizardfolk.

Geography, flora, and fauna

Located in a greener, considerably more hospitably area south of the Sangora Desolation, Xatabra is warm to hot year-round. Life in Xatabra centers around the rivers that feed Lake Nulukkhaz. The largest of these are the Rokkuz, Keteze, Xowar, and Yarbus, which are themselves fed by seasonal rains and snow melt in the Skysprings, the mountain range that separates Xatabra from the desert and arid lands around it. Though the rivers are always full of water, seasonal rainfall in the Fangs can cause extensive flooding between the rivers - the marshes of Xatabra are dry for part of the year and inundated for the rest.

Most of the plant life in Xatabra is adapted to the wet conditions. Reeds, papyrus, silvergrass and sawgrass, and sedges make up the bulk of the plant matter of the region. Trees like acacia and bustic mostly grow in hammocks among the drier grasses, while cypress grows in the permanently or frequently flooded areas.

Many magical creatures reside within the marshes. Stirges, tentamorts, and zhen worms are quite common, and larger creatures like manticores can be found as well.

Dinosaurs can be found within the marshes as well. Spinosaurus, deinonychus, baryonyx, iguanodons, dimetrodons, sauropods, and others are all common sights in the region - Xatabra is home to by far the largest dinosaur population north of the Fangs of Khurazar.

Demographics

Lizardfolk make up almost the entire population of Xatabra.

Other races are present but make up far smaller proportions of the population. The lizardfolk tribes trade fairly extensively with the dwarves and giants of Kharakun, and some dwarves choose to remain in the wetlands. Thousands of years ago Khapesh extended as far south as Lake Nulukkhaz, and the descendants of some of these Khapeshans still live around the lake. Some individuals of other races also live in the southeast, closer to Talmithe.

Flood trolls live within the marshes as well, usually alone or in very small groups.

Culture

Religion

The beliefs of lizardfolk of Xatabra can be best described as a mix of animism and ancestor worship. Shamans lead religious practices in the majority of tribes, channeling the spirits of animals or ancestors to provide guidance. These shamans often adorn their bodies with the ornately carved bones of animals or other lizardfolk to enhance their connections to these spirits.

Society

The lizardfolk of Xatabra are traditionally somewhat isolationist. While they will interact with outsiders, they view members of other races (or lizardfolk from elsewhere) with great suspicion. Those wishing to ingratiate themselves with a tribe must prove their intentions are honest, and in addition must often prove their worth in service to the tribe. Once this is done, however, those in question are treated as full members of the tribe, no matter their background or ancestry. Some dwarves originally from Kharakun, for example, have remained in the area for decades, and are considered to be no less a part of their tribe than any lizardfolk.

Languages

The Lizardfolk racial language is by far the most commonly spoken language in the marshes. Dwarven is understood by some of the lizardfolk, but not widely. Common, Meroitic, and Tabahan are also used but even less frequently.

Arts

Bone is the material of choice for lizardfolk artists and crafters. Tools, weapons, jewelry, and other items are made of this versatile material. Most bone is sourced from dinosaurs or other large creatures, unless specific qualities (for example, hollow bird bones) are desired. Bone is often hardened by heating it and applying oil - alongside the expert craftsmanship, weapons and tools can become almost as hard as metal. Gemstones are also widely used in jewelry or decorations. Though few can be natively found in the region, the lizardfolk trade for them with the dwarves of Kharakun. Shells and hides are also frequently used materials. Dinosaur teeth are commonly used in bladed weapons.

The music of the Xatabran lizardfolk primarily involves wind instruments and percussion created from bone and hides. Music is used both in religious practices, and as a popular activity within families and tribes.

Food and cuisine

The lizardfolk of the marshes are primarily hunter-gatherers, though they supplement this with small amounts of food from tended areas of the riverside. Lizardfolk diets are primarily carnivorous. A range of animals are hunted, from the smallest snakes and rodents to the largest dinosaurs. Generally, mammals like buffalo and sitatunga are the prey of choice. Fish is also extremely common. Meat is supplemented with a variety of foraged plants, particularly taro, watercress, wild rice, and garlic. Eggs from the nests of dinosaurs, snakes, and (non-sapient) lizards are frequently eaten as well. The following list includes some of the dishes that lizardfolk of Xatabra eat:

  • Fried whole catfish
  • Spinosaur fin soup. This is eaten only as a delicacy.
  • Soup made in the shell of a giant turtle, often including the flesh of said giant turtle. This is prepared as a communal dish for the entire tribe.
  • Toasted or baked sweetsops. These are often coated in clay before being baked, in a style reminiscent of how some Khapeshan dishes are prepared.

Architecture and migration

Most Xatabran tribes move seasonally. During the wetter months, the lizardfolk communities relocate to permanent encampments slightly higher in elevation, as the rivers flood and overflow. In the drier months, the tribes leave these permanent abodes, pack their belongings, and live in tents by the riverside, where they remain until it floods once again.

The permanent settlements are clusters of earthen mounds, located in areas that are elevated enough to not be inundated by water. The interiors of these mounts are shared by multiple families, with reed screens separating individual rooms. A central fireplace serves as a cooking area and for warmth, with smoke escaping through a chimney. Around the settlement, rings of sharpened stakes mark the edge and serve as simple defensive precautions. Dinosaurs are usually penned in the middle of the settlement where they can be protected and watched.

Once the waters have receded, the lizardfolk pack up their belongings and leave their settlements until the rivers flood once again. For the dry season, they live out of hide tents set up close to the water’s edge, frequently moving as necessary to keep up with prey or when food starts to become scarce. Tents are usually made out of dinosaur hide, as it is a durable and waterproof material.

Both temporary and permanent settlements are often decorated with chimes, usually made from hollow bird bones. These chimes also sometimes incorporate gems, crystals, or other reflective material to attract, reflect, and diffuse light. Incense is frequently burned, whether ritualistic or as an aromatic. Rings in which a spider has been allowed to construct its web are both decoration and seen as aiding in protection against evil spirits.

Large, exposed, often elevated rock surfaces serve as gathering spots for inter-tribal meetings. These are not widespread in the marshes, and tribes generally have a good understanding of their locations. When disputes or conflict arise, these sites are seen as neutral ground. Tribal leadership challenges, weddings, and other special occasions often take place at these sites as well.

Some non-lizardfolk communities live within the marshes but are largely limited to either around Lake Nulukkhaz or in the southeast. These communities usually feature architecture more similar to their inhabitants' region of origin, almost entirely Khapesh or Talmithe.

Some ancient Khapeshan ruins are located around Lake Nulukkhaz. Both the lizardfolk and the descendents of the Khapeshans leave these sites be. The ruins are frequently flooded, and when breached undead often escape.

Travel

Dinosaurs are widely used as mounts, as they can traverse the often rough terrain faster than the lizardfolk are able to under their own locomotion. Training one of these dinosaurs can be a long and sometimes dangerous process, and as a result they are very well cared for by their handlers. Lizardfolk typically think carefully before risking their mounts in combat, even if the dinosaur in question would be easily capable of fighting. These dinosaur mounts are generally not viewed as work animals like one would a horse, for example, but rather as an extension of the handler. Handlers usually look up to the tribe’s shaman to assist in managing their dinosaurs, as the shaman can connect with dinosaur spirits.

Magic

Shamans are the most common type of magic user in the marshes, and serve important roles in lizardfolk communities. Sorcerers, rangers, and magi are also somewhat common. With the exception of magi, most magical practitioners among the lizardfolk are either spontaneous arcane casters or divine casters - the expansive collection of spell tomes required by wizards, for example, can create issues in the lizardfolks’ living situations.

Among casters with familiars, rhamphorhynchus and other small dinosaurs are the most typical. Lizardfolk with animal companions likewise usually bond with various types of dinosaurs.

Medicine

Lizardfolk healers in Xatabra hold a wealth of knowledge regarding medical treatments that can be aided by the use of plants that grow in the region. A large array of plants with psychotropic effects can be found in the wetlands, and are both used by the lizardfolk and sought after by outsiders (especially apothecaries from Talmithe).

Traditions

Lizardfolk burial practices often involve the family consuming the parts of the body of the deceased. Eating their brain is thought to grant the intelligence of the deceased, their stomach their wisdom, and their heart their charisma. This practice is limited to the immediate family - anyone else taking part is seen as highly disrespectful. The rest of the body is disposed of by placing it within a river or wetland to decay and for animals to feed on.

A ball game where the two teams ride dinosaurs is popular within the Xatabran tribes. These games are not only recreational but also serve to solidify inter-tribal diplomacy. Each tribe forms a team, the exact composition of which often changes from game to game. This practice arose as an alternative to inter-tribal conflicts - winning or losing is viewed like one would a battle, more serious that simply a game. Within tribes, the game is also often played by the young lizardfolk, as a method of training their hunting skills.

Education

Lizardfolk young are educated by their elders and by the tribe’s shamans. There is often little learning in formal topics, but rather they are instructed in their history and connections with ancestral spirits.

Messages between settlements and groups are commonly written on papyrus, and then either floated down river to nearby communities or attached to messenger dinosaurs.

Government

The lizardfolk tribes of Xatabra are usually ruled by their wisest elders, though in times of struggle these responsibilities will sometimes shift to particularly strong or clever warriors. Leadership is very rarely hereditary.

Communities of other races within the marshes organize themselves in various ways - sometimes autocratic methods of leadership, and sometimes democratic.

Economy

While mostly content to be self-sufficient and not amass great material wealth, the lizardfolk of Xatabra do trade with outsiders. Dwarven caravans bring gems and crystals from Kharakun and receive trained dinosaurs, venom extracted from wetland creatures, and other items in return. The lizardfolk also trade somewhat with the Talmithens, but to a lesser degree.