Toubou
This culture has two distinct groups, the Teda and Dazagra, which make their home in the highlands of Emi Toubou. They possess similar ancestors and they both speak Tedaga and Dazaga languages of the Nil-Shamsi branch. Teda tend to live further north while Dazagra live further south. The Teda live within the southern edges of the Shamsi Desert and along the borders of Kasar Wuta while the Dazagra have a larger population living in Kasar Wuta. A whole array of names might be used to refer to them including Tabu, Tebu, Tedas, Tibbu, Toda, Todga, Tagada, Tuda and so on but the Dazaga are sometimes called Gouran or Goran, a name given by the Arabiyy.
The Toubou have lived as nomads across a large area of the desert and fiery grasslands, refusing any lifestyle that involves settling down and farming or becoming dependant on those possessing wealth. Even as the Kingdom of Accia eliminated slavery, the Toubou doubled down on their nomadic lifestyle rather than subjecting themselves to sedentary agriculture, more likely to raid small settlments than cultivate their own crops. They consider themselves a warrior people, possessing many clans, and make their home across Emi Toubou, the mountains, massifs and plateaus of northeastern Kanem and Barim.
Racial Magic
The two main groups of Toubou, Teda and Dazagra, have surprisingly diverse selection of potential Racial Magic. Those Teda living within or along the borders of the Shamsi Desert tend to inherit Rithaldis and Elbixur blessings while Dazagra living further south within the mountains of Kasar Wuta usually inherit Flithmar and Zithvek blessings. Those living high up in the volcanic peaks of Emi Toubou inherit powerful Shil blessings, the air thick with smoke and ash and nearly impossible for outsiders to safely traverse. All Toubou are known to possess blessings from Gokmar, apt at picking out salt, natron and ore from the mountains. Toubou trade these resources with agricultural villages in exchange for food and are the most frequently encountered Toubou by outsiders. This is in fact where the Toubou recieved their name which means "rock people"! Finally, nomadic herdmen are known to inherit Maralith magic useful in keeping track of and raising their livestock.
☀️ Rithaldis ☀️
Manipulation
Able to manipulate, repel and reshape radiant energy present in their environment. This can include sunlight, solar plasma and ionizing radiation. They can also see radiant energy as a white particle, even when ordinarily invisible.
Movement
Able to walk on, step on or through radiant energy such as intense sunlight or strong ionizing radiation. This aspect is a solid foothold to them. They can also briefly transform into radiant energy and travel as light does, at the speed of light, before reforming elsewhere. Finally, they are immune to damage from radiant energy but can be restrained using radiant magic.
Sense
Able to feel or sense radiant energy in their environment, feel anything interacting with sunlight or ionizing radiation and sense details about these energies despite barriers. Can learn more about them by touching it and they cannot be harmed by radiant energy, magic or natural. However, they can be restrained using radiant magic.
Charge
Can store up radiant energy inside their bodies without limit and cannot be harmed by radiant energy. They can convert this to energy, use the energy to strengthen their muscles or re-release it like an Aura at will. They cannot be harmed by radiant energy or radiant magic, absorbing it instead. However, they cannot produce their own radiant energy, reliant on a source.
Shield
Immune to negative effects and damage from all radiant magic and naturally occurring radiant energy. They are totally immune to harm or impedement from this aspect.
Flithmar
Manipulation
Able to manipulate, repel and reshape flames present in their environment.
Movement
Able to walk on, step on or through fire. This aspect is a solid foothold to them. They can also briefly transform into flames and travel as fire does before reforming elsewhere. Finally, they are immune to damage from fire but can be restrained using flame magic.
Sense
Able to feel or sense fire in their environment, feel anything interacting with fire and sense details about these flames despite barriers. Can learn more about them by touching them and they cannot be harmed by fire, magic or natural. However, they can be restrained using flame magic.
Charge
Can store up fire inside their bodies without limit and cannot be harmed by fire. They can convert this to energy, use the energy to strengthen their muscles or re-release it like an Aura at will. They cannot be harmed by fire or flame magic, absorbing it instead. However, they cannot produce their own fire, reliant on a source.
Shield
Immune to negative effects and damage from all flame magic and naturally occurring fire. They are totally fireproof, immune to harm or impedement from this aspect.
Elbixur
Aura
Can generate emotions, thoughts or states related to Elbixur in those around them or pull forward memories tied to this aspect. These consists of emotions, memories of or desires for tradition, ritual, repetition, habit, obstinance, stubborness, loyalty and routine. They don't control what specifically is generated, only targetting an individual or creating an area which inflicts these effects. Skilled casters are able to do so without being noticed.
Binding
Able to bind specific emotions, nostalgia, thoughts or memories related to Elbixur. They can use this to restrict a target's access to them or they can bind a specific memory, thought or feeling to a target's mind so that they cannot rid themselves of it or forget it.
Empathy
Can enable targets to experience or share each other's emotions, thoughts and memories related to Elbixur and can project their own Elbixur emotions or desires for tradition or routine onto targets.
Touch
Able to inflict a state of extreme nostalgia or intense repetition onto a target via touch. Can also instill immense stubborness and obstanance into a target instead.
Sense
Can sense emotions, thoughts and states related to Elbixur of those around them and learn details about these emotions, memories and thoughts by touching a target.
Zithvek
Aura
Can generate emotions, thoughts or states related to Elbixur in those around them or pull forward memories tied to this aspect. These consists of emotions of hatred, hostility, annoyance, disgust, dissonance and feelings of agitation, rage, anger, passion, impatience and need. Generally emotions which stir the spirit. They don't control what specifically is generated, only targetting an individual or creating an area which inflicts these effects. Skilled casters are able to do so without being noticed.
Binding
Able to bind specific emotions, thoughts or memories related to Zithvek to a target's mind. They can use this to restrict a target's access to them or they can bind a specific memory, thought or feeling to a target's mind so that they cannot rid themselves of it or forget it.
Empathy
Can enable targets to experience or share each other's emotions, thoughts and memories related to Zithvek and can project their own Zithvek emotions or desires for tradition or routine onto targets.
Touch
Able to inflict a state of blind rage, unmitigated passion, desperate need or vicious hostility via touch. Can also instill immense disgust, impatience or dissonance into a target instead.
Sense
Can sense emotions, thoughts and states related to Zithvek of those around them and learn details about these emotions, memories and thoughts by touching a target.
Shil
Manipulation
Movementl
Slip
Eye
Skin
Able to manipulate, repel and reshape smoke, ash, soot, tar, char and oil present in their environment, essentially any materials which are the result of combustion and fire whether liquid, solid or airborn particles. This most often takes the form of clouds of smoke and ash. They can see these particles however small or widely dispersed and direct them.
Movementl
Able to walk on, step on or through smoke, this aspect is a solid foothold to them. They can also briefly transform into smoke or any kind of Shil material and travel as this material does before reforming elsewhere. Finally, they are immune to damage from Shil materials but can be restrained using ash magic.
Slip
Able to allow their body to turn into smoke, ash or other Shil materials when when touched, most physical matter passing right through them. These materials also behave as if interacting with this material. This ability is automatic once activated, only flesh which is being interacted with converting and immediately changing back to flesh as the object is removed.
Eye
Able to see Shil particles in their environment, feel anything interacting with them and sense details about these materials despite barriers.
Skin
Can produce a Shil material from their skin and expand this affect around themselves in different shapes whether these are cloaks, a small cloud or pocket, or simply covering their skin in layers of ash or oil. Differs by individual.
Touch
Breath
Push
Shield
Step
Able to incinerate materials via touch. The longer this touch lasts, the more intense this effect and the further it permeates. Can incinerate nearly any material, so long as its flammable.
Breath
Can exhale smoke or ash at varying pressures and temperatures and can breath in/despite these materials. Their lungs are unbothered by Shil materials and they can in fact disipate airborn particles with their breath, exhaling or exhaling.
Push
Can generate a pulse of smoke or ash, with their body as the epicenter, in various temperatures and intensities. Very similar to a pyroclastic blast with enough energy. This ability quickly eats up energy when larger blasts are instigated.
Shield
Immune to negative effects and damage from all Shil magic and naturally occurring Shil materials regardless of temperature or pressure. They can breath despite smoke as well, totally immune to harm or impedement from this aspect.
Step
Can enter and exit Shil's Plane via portals and travel the plane freely, without injury. These portals are instances of smoke, ash, oil, etc. large enough to fit through. They can bring another with them while maintaining contact, extending their protections to them. They cannot be harmed by Shil materials but can be restrained using ash magic.
Gokmar
Manipulation
Movement
Slip
Eye
Skin
Able to manipulate, repel and reshape rocks and minerals present in their environment. This can include raw, inorganic stone, gems and even microscopic minerals but they cannot manipulate organic soil or metals.
Movement
Able to walk on, step on or through stone, capable of moving through minerals like water or air. They can also briefly transform into a mineral and travel along other rock in their environment before reforming elsewhere. Finally, they are immune to damage from minerals of whatever size or shape but can be restrained using mineral magic.
Slip
Able to allow their body to turn into a specific type of mineral when touched. This ability is automatic once activated, only flesh which is being interacted with converting and immediately changing back to flesh as the object is removed.
Eye
Able to see minerals in their environment, feel anything interacting with them and sense details about these materials despite barriers. Useful for locating deposits of specific minerals underground.
Skin
Can produce a specific mineral from their skin or convert their skin into this mineral. They can expand this affect around themselves in different shapes whether these are cloaks, a small cloud or pocket, spikes or simply covering their skin in layers of stone. The specific mineral differs by individual.
Touch
Breath
Blade
Shield
Step
Able to mineralize or fossilize organic materials via touch. The longer this touch lasts, the more intense this effect and the further it permeates, filling each cell with a given mineral. Works on both living and decaying organic matter.
Breath
Can exhale stony projectiles and can breath even when completely encased in stone with no air. Cannot suffocate while encased in inorganic minerals but doesn't work if they are submerged in earth mostly comprised of organic soil.
Blade
Can generate blades of a specific mineral from their body or other various weapons. The specific kind of mineral differs by individual, usually one common to their homeland.
Shield
Immune to negative effects and damage from all mineral magic and naturally occurring minerals. They are totally immune to harm or impedement from this aspect.
Step
Can enter and exit Gokmar's Plane via portals and travel the plane freely, without injury. These portals are instances of inorganic minerals large enough to fit through. They can bring another with them while maintaining contact, extending their protections to them. They cannot be harmed by Gokmar materials but can be restrained using mineral magic.
Maralith
Manipulation
Aura
Able to manipulate, communicate with, influence, repel, attract or direct mammals that are present or nearby and can alter, enhance, hasten or inhibit their growth. These organisms will disperse and/or regain their will when the caster runs out of energy or ceases their control.
Aura
Able to attract nearby mammals or summon a beast companion they have established a bond with or local mammals from Maralith's Plane. They can give these mammals basic commands, having some influence, but these beasts will disperse or return to where they were summoned with.
Imprint
Form
Able to mark a number of targets as their "pack" or "herd". Once marked, they can communicate via telekinesis and can sense each other's location even amid different species.
Form
Their magic form has features of a specific mammal incorporated into it, usually one native to their homeland. They will be able to manifest certain characteristics of this mammal, usually limited to a handful of smaller features or one or two large ones.
Show spoiler
Their magic form has features of a specific mammal incorporated into it, usually one native to their homeland. They will be able to manifest certain characteristics of this mammal, usually limited to a handful of smaller features or one or two large ones.
Naming Traditions
Family names
Major clans of the Dazagra include Anakaza, Dazza, Donza, Gaida, Kamaya, Karra, Kokorda, Mourdia, Wanja, Yierah, and Choraga.
Culture
Culture and cultural heritage
Masala are nomadic pastorialists, following the migratory patterns of their animals and the seasonal harvesting of wild Khisbat Palm dates. However, Emi Toubou is arid and widely barren, some Toubou cultivating vegetables, cereals, palm fruits, grapes and cotton in secluded oases settlements. These are largely cultivated by captive Agara but owned by Masala. They rely on trade with agricultural neighbors to meet more specific needs, trading with Kanembu, Kameeni and Kanuri towns and merchents.
The lives of Toubou revolve around the raising and herding of livestock or farming sparse oases, cultivating dates, grain and legumes. They are known to keep Tamadla Goat, Shamsi Camel, dogs, sheep, horses and Aa-hemet Donkey. This is their main source of wealth and they usually trade in animals rather than money. Livestock is also part of a dowry in weddings, either given to a bride for starting their family or to her family in exchange for the bride. Some toubou also mine ore, salt and natron from the mountains either traded, processed into goods by Azza artisans or used by the Toubou themselves. Natron and salt are used medicinally, mixed into chewing tobacco, used to preserve food, for tanning or soap production and for livestock.
Shared customary codes and values
Toubou are followers of Islam al'Rasul. However, they don't undergo the same formal education as most muslims do and many Toubou are illiterate. Despite not being able to read the Quran, they still practice the same traditions and rituals and their faith affects their laws too.
Common Customs, traditions and rituals
Most Toubou are nomadic pastorialists but some do settle into oases settlements, living in palm-thatched mud houses which are rectangular or cylindrical. Much like their neighbors, Toubou are patrilineal with an elder male as their headsman. They also adhere to clanships. Most of their peoples are scattered throughout Emi Toubou, Kanem and Barim. Belonging to clan means they are more likely to find fellow clan members in widely dispersed settlements and camps. Their identity is strongly tied to that of their clan while Toubou laws are closely tied to Islamic law. For example, murders are settled between the families of the victim and the murderer. It requires that family of the victim attempt to kill the murderer or their relative but negotiations can be made such as paying blood money.
Ideals
Relationship Ideals
Toubou do not allow marriage between cousins, especially first cousins, but a man can have multiple wives. Despite this allowance, it isn't nearly as prevalent among the Toubou as it is with their neighbors. Property rights take a number of forms depending on lifestyle. In oases settlements, property belongs to a specific clan which includes land, trees and wells. Multiple families can have access to these and to plots of land. A family even has rights to harvest from fields watered from their well. Specific Khisbat Palm Trees and animals are owned individually.
Major organizations
Toubou society has three strata which make up a caste system. These are freemen, artisans and slaves. Only freemen have the right to own property. Artisans are called Azza, taking up occupations such as blacksmithing, leatherworking, salt mining, date farming, tailoring and the like. Much like the Kanembu Duu, they are held in contempt and looked down upon by freemen, kept from marrying other Toubou and usually living in their own communities. They have the same traditions as the rest of their people but possess their own politics and beliefs and, again like the Duu, marriage between Azza and other Toubou is considered unacceptable. However, the lowest strata of their caste are the slaves which are called Agara. These were acquired during raids and warfare on lands to their south, Agara considered the property of their masters. Agara can only marry within their caste and this status is inherited by their children. Most Agara do the actual cultivation and farming in their isolated oases communities, unabel to flee thanks to the inhospitable surroundings of these hideaways. While slavery is technically outlawed by the Kingdom of Accia, it has been difficult to enforce among the Toubou thanks to their nomadic nature, wide despersal and secluded settlements. In fact, the Toubou are even known to withhold their children from service, only occasionally being nabbed by Wollof raiders who "recruit" Toubou children for a hefty reward.
Toubou aren't well viewed by Eluzian citizens and Accian politicians. They are often abused by officials, seen as lesser than more sedentary populations and branded uncooperative. In general, Accians have little respect for nomads. They often abuse their authority over the Toubou, corrupt officials finding them an easy target. Because of this, the Toubou have little respect and poor oppinion of Accia and most hide away their children and try to keep them from service. Some have even taking to attacking Accian forces alongside similarly nomadic Imaziɣen clans. However, they are still too disorganized and segmented to truly oppose the kingdom. They are still attempting to better organize.
Accians believe Toubou have high levels of mistrust, hostility, irritability, aggressiveness, impulsiveness and are seen as very individualistic in spirit. They claim the Toubou have no respect for the life or property of anyone not part of their people and that they value freedom to the point of anarchy. Accians view their politics as elastic with high fragmentation. However, most of this comes from the Toubou's resistance to Accian assimilation and rule. The Toubou are indeed very individualistic and value freedom as any nomad might, more than willing to fight for it. They are mistrustful and hostile towards Accians because they feel their discontent is earned. This continued ill view of one to the other only continues to make these beliefs more severe on each side.
All images were created by me using AI generator, is my own art or a combination of the two!
(AI generator is wombo dream.ai) |
Cover image:
by
Lee Stepp
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