Sahramina

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Sahramina (pronounced sah-rah-ME-nah) is the term used to refer to a loose alliance of the three towns of Kebili, Meharrize, and Zerzura, each built around isolated oases in the Sangora Desolation.

Geography, flora, and fauna

Located within the Sangora Desolation, Sahramina would be as harsh as the rest of the desert if it wasn’t for the Three Saviors, the oases around which the towns of Zerzura, Kebili, and Meharrize are built. All three oases are known to be not entirely natural - the centers of each are incredibly deep, compared to what is typical of desert oases, and the remnants of ancient stoneworks can be seen in the depths. The origins are poorly understood, however, and none are quite sure how they came to be, or why.

The desert around the oases are much like the rest of the Desolation - dry, barren, and almost unbearably hot. Outside of a small number of animals and magical creatures, and occasionally a kasatha clan that passes through, none live in these wastes of sand and rock. The climate of the area is consistent throughout the year.

The flora of Sahramina is entirely centered around the oases. Palm trees around the banks provide welcomed shade for people and animals, and birds and other creatures build their nests or dens in reeds around the waters’ edge. Ferns and desert shrubs grow under the trees, alongside a variety of shortgrasses. Aquatic plants grow within the oasis, including seaweed-like plants, water lilies, and others.

Animals that live around Sahramina are all well adapted to the desert environment. Most are small, including scorpions, rodents, foxes, snakes, birds, tortoises, and lizards, but this is not true for all. Giant scorpions, camels, and addax are all larger wild animals that can be found around the oases.

The most dangerous creatures in Sahramina dwell within the shifting sands of the desert. Dust diggers and death worms are both ambush predators that lie in wait for hapless animals or people to pass by before striking. More immediately visible though no less a concern for travelers are cinder wolves, fiery magical wolves that hunt in well-coordinated packs.

The whirlmaw is one of the most feared creatures of the Sangora, and are unfortunately common around Sahramina. Hunters of the deep desert, these creatures are adept at surprising their prey from either above or below, and very rarely leave any survivors. Some adventurers attempt to hunt whirlmaws for their eyes, prized by alchemists and wizards, though most meet an unfortunate end when the roles of hunter and prey are reversed.

Demographics

Most who visit Sahramina do not stay long. The oases are popular stops for those that travel across the Sangora, as they are the only source of water, food, and other supplies for long distances in every direction. The permanent population of the region is quite low, and almost entirely lives in the three oases towns.

Zerzura’s population is mostly gnomish, with some humans, dwarves, ifrit, and suli.

The inhabitants of Meharrize are a motley mix of humans, aasimar, tieflings, dwarves, orcs, and others. It is rumored that Ystavalokaarme intentionally encourages individuals of diverse backgrounds to stay in Meharrize in order to have more interesting conversation partners.

Most who live in Kebili are halflings or humans.

Even among so-called permanent inhabitants of Sahramina, it is not at all uncommon for someone to decide to pack up and move elsewhere, to a more hospitable and populated region. Population numbers remain consistent mostly as a result caravaneers deciding to stay when the rest of their party departs after refilling their rations. As a result, the demographics of the region are constantly in flux, and sometimes change drastically on the scale of a decade or less.

While few remain in the region for an extended period of time, kasatha tribes sometimes pass by or make camp in the deserts away from the oases.

The Akwarai dwarves frequently visit the Sahraminan oases along their regular routes between Yarma and Khapesh.

Culture

Religion

Despite the area’s low population, faith in Sahramina is very diverse. The varied cultural and racial backgrounds of the inhabitants is part of the cause of this, assisted by the large number of travellers who pass through and provide some influence. While there are no temples and few clerics, the people of Sahramina are known to worship deities of the common, Osirion, and gnomish pantheons. In particular, Erastil is popular among those that tend the oasis farms, Shelyn has many worshipers in Meharrize, and Nivi Rhombodazzle is the patron deity of Zerzura. Offerings to the Osirion goddesses of Neith and Wadjet are also common, as within Sahramina they are closely associated with the oases. Neither Ystavalokaarme nor Davulacomiexi are publicly known to worship either Apsu or Dahak.

Languages

As a matter of practicality, most inhabitants of the oasis towns speak Common - in fact, those that are native to Sahramina often speak no other language. Trade caravans that pass through Sahramina carry with them many peoples speaking many tongues, so fluency in a shared language is crucial. Racial languages, and particularly draconic and gnomish, are widespread as well.

Architecture and urbanization

All three towns are constructed in a broadly similar style. Most buildings are made of sandstone or mud brick, usually with flat roofs and many canopies to provide shade and cool the structure. Similarly to Khapeshan architecture, buildings are frequently painted bright colors in geometric designs. Reeds are frequently used to construct awnings and other scaffolding, but the use of wood is rare (besides Davulacomiexi’s throne room, which has large amounts of wood paneling and ornamentation). The three towns each have a large market plaza, covered by a network of tents and canopies, where caravans can rest and pen their animals.

Occupations

Most people in Sahramina work either in an agricultural capacity or in a role that serves the passing caravans. While there are not a great number of amenities in town, visitors can expect to find lodging and food within inns, common supplies in general stores, and craftspeople to make or repair common items.

Technology

The towns use complex irrigation systems to draw water away from the oasis while remaining efficient in its use. While these systems work very well, they render the towns highly reliant on their presence and therefore vulnerable if they were to be damaged. As such, they are watched closely and protected, mostly from the burrowing creatures of the desert that could (and have) easily destroy the channels, gates, and flow controls.

Government

Sahramina, as a unified state, does not really exist. The term instead refers to either the broader geographic region or the loose set of agreements between the three towns. Each has its own goals and focuses, but there are enough shared interests for the towns to work together in some capacity, even if there are hundreds of miles between the two farthest ones. Primarily the agreements exist to ensure the protection and independence of each town, both from outside forces and each other.

Economy

The oasis towns grow enough food to not only support themselves, but also to resupply any passing merchant caravan. As a result, the towns attract a great number of travelers across the Sangora who know that fresh water, good food, new equipment, and other services are available there, at comparatively reasonable rates. While not fantastically wealthy, the oasis towns do quite well for themselves off this trade.