Sabarans
Description
Humans form the largest group within Sabara, with over double the population of the Lizardfolk, who come in second. In such a sun-exposed environment, it is no wonder that they are deeply tanned, and prefer loose-fitting clothing that protect large parts of their bodies. The strict hierarchy and order demanded by the feudalistic system under which the Khuagawa Tetrarchy operates, means that everyone clearly knows his place and role within their hometown.Ethnic Groups
The Tetrarchy is a large empire that originates from several factions that either allied together or were conquered or otherwise assimilated over the centuries. By now it's become a melting pot and differences have smoothed out, but one can still somewhat distinguish some of the majority groups. They are as follows:- The tokasalia or tokasalian sabarans, are an ethnic group originating from southern Sabara. They consist largely of Lizardfolk who have a strongly martial culture.
- The kahit or kahitan sabarans, are an ethnic group originating from the western and northern coastal regions. They were traditionally fishermen and traders, and traces of Sulvari influence can be found back in their heritage and traditions. They tend to be slightly less formal than other sabarans.
- The arafr or arafaran sabarans, were an originally nomadic people from central Sabara. They suffered the harshest climate and they are a naturally reticent and reserved people.
Culture
Ever since the academies were introduced, education has been an important part of Sabaran culture, and also a symbol of status. These academies are generally staffed by Nefer-Senkhi, the warrior caste of the Tetrarchy, and all Nefer-Senkhi are at least somewhat knowledgeable in philosophy, military theory and the literary arts. There are also the 'chodrasa', schools funded by the mercantile middle class where the lower caste of the Aljahito can gain an education consisting of basic literacy and arithmetic, rather than philosophy or literary arts. While the feudalistic system is still in place to maintain the strength of the nation, technological advancements and increasing education have led to an increasing support for the secular view of man and society, where the focus lies on the individual rather than the group. This school of thought is particularly popular among the richer ranks of the Aljahito, who wish to advance beyond their station. Harmony or Unity is an important cultural and religious concept in the tetrarchy, and from a young age children are taught to work cooperatively with their peers. Working in harmony is seen as essential to success and productivity and disagreeable facts are presented as mildly as possible. That being said, it is also a very formal culture. There is a great emphasis on politeness and personal responsibility, and Sabarans use a very formal and polite way of speaking when talking to superiors, customers or strangers. Public show of emotion is considered an inability to control yourself, and met with disapproval. Furthermore, it is expected in Sabaran culture that you show respect to your elders and superiors at all times. Among close friends or families however, more informal language can be used.Religion
There is a large freedom of worship within the Khuagawa Tetrarchy, and nearly all Gods are represented somewhere. Worship of the Gods in Sabaran society is very structured and follows specific traditions centered around harmonic co-habitation between followers of different Gods. Religious conflict is anathema to their view of religion. Worship is also far less public and more personal than in many other places. The temples are often small and only used for a handful of ceremonies throughout the year. Instead, most religious practices are often performed at household shrines and altars that people maintain within their homes.Statistics
Rather than the normal statistics used for Human characters, those of Sabaran descent can use the following subrace (size and languages remains the same): Ability Score Increases.Your Constitution or Wisdom ability score increases by 1, and two other ability scores of your choice each increase by 1. Dunestrider.
Your base walking speed increases to 35 feet. Heat Acclimation.
You are used to enduring the scorching heat of the silver desert. You have advantage on saving throws against extreme heat. In addition, once per long rest when you would gain a level of exhaustion, you can choose not to. Desert Survivor.
You gain proficiency in your choice of either the Medicine, Nature or Survival skill. Work in Harmony.
You can use the Help action as a bonus action an amount of times equal to your proficiency bonus, recharging on a long rest. When you do so, both you and the target gain temporary hit points equal to 1d6 + your proficiency bonus.
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