Xhogumal

Ethnic Background

Background: Xhogumal
Regionality: Gylidd, primarily around the Rachis mountain ranges
  The Xhogumal are a commune in central Gylidd composed of several different clans, which are differentiated primarily by blood relation. They migrate annually or biannually between sites, taking circuitous routes through the Rachis range, the Verdant Mesa, the Break, and Sea of Bones. This migration hones their skill at subsisting in different environments while on the move, always ready in the event that the Brume, monsters, or politics forces them to relocate. For the last several decades, those sites have been in the northern foothills of the Southern Rachis Range, and will likely remain there for several decades more before choosing another range.  
"The Xhogumal are not secretive, but they so often on the move that, unless someone wants to travel with them, we catch only brief glimpses of them at a given time. It can take a little while to trace all of those individual threads to reveal the greater tapestry of their growing culture. We're learning details about their way of life all the time."  
Inyddaska Anír, Master of Mentors
Background Feature
as "Uthgardt Tribe Member"
Language
Ul-Xhogumal
Related Locations

First arising from a union of hobgoblins and orcs during the Age of Clarity, the Xhogumal were so named a couple generations following, after a hobgoblin matriarch (who was herself named for a mythological figure). Xhogümal the Matriarch led the first clans through what was nearly the destruction of their burgeoning civilization, and guided them into a life of moving with the turning of the seasons. As a promise to never forget her wisdom, always recall her lessons, and invoke her guidance, the clans took her name for all of their people upon her death. “Xhogumal” is used both in a collective reference for the whole people, as well as to denote an individual.   Today, the Xhogumal have expanded to include a large number of bugbears, goblins, humans, and elves (especially wood elves and sea elves) along with a few members of other species. Although these species make up the majority of the demographic, being Xhogumal is primarily cultural, and those from outside who seek to become Xhogumal must prove that they are willing to live by their values.   It is not unheard of that Xhogumal come across individuals who are the only survivors of some calamity during their migrations, and some of these people might become Xhogumal themselves, while those suited to other ways of life are escorted to the nearest town to receive aid. In addition to lost or injured Aethrin they may come across, Xhogumal tend to the flora and fauna, and it is common to find among them animals they have nursed back to health and bonded with.   Those from within the commune who find themselves drawn to other ways of life and no longer wish to be Xhogumal are permitted to leave, but unless they do something especially egregious or harmful to the commune, are still considered to be Xhogumal by the clans and welcomed back should they wish to return, or helped if they request it.   True expulsion is unheard of, although there have been instances of declarations of such made in the heat of the moment by angry and grieving Xhogumal; declarations that either bore no official weight, or were decisions were later reversed by more level-headed elders. The paths of redemption are many, as the Xhogumal find the severance of their people to be a tangible wound on a personal and societal level. The Xhogumal would rather take responsibility for such a person than disown them to become a problem for another culture that does not understand them and is therefore not equipped to provide them with appropriate rehabilitation.    

Territory & Traditions

  Xhogumal move between at least two locations that contain small scale gardens and orchards cultivated out of local flora, and typically stone, cob, and sod structures including small craft halls for activities that cannot be performed while traveling, such as a forge. These structures are often built in such a way that they need to be at least partially rebuilt every year or so — sometimes even intentionally dismantled before setting out on a migration if they were built too enduring — necessitating that the knowledge of how to make them is always alive and practiced. Every generation or so, new sites are chosen and the old ones left for nature to reclaim. The new sites might be relatively nearby, or the Xhogumal might opt to relocate to the Northern Rachis Range. Historical sites might be reused again in the future after they have rejuvenated, but often not before several generations have passed to avoid the temptation of becoming too attached and rooted to a single place.   The migration is an important part of Xhogumal culture, serving to keep the community’s survival skills — which explicitly includes their communal bonds — honed, and educate about the history and geography of the land they travel through. The exact route varies each time, but goes through as many different types of terrain and elevations that their range spans, and takes at least a week of travel (even if it could be completed faster), but a several months is ideal. The able assist those who need it, and so they rarely shy away from the most challenging routes (such as those that scale the cliffs to the Sea of Bones) unless either time or some consideration of health is a factor. The migration might be made as an entire community, or several clans who have members who cannot travel the longer routes without undue hardship might split off to take an easier or shorter route that season.   The Xhogumal are open to trade and cultural exchange with others, and may adopt practices they find worthwhile, but do not allow themselves to be pressured into changing their traditions, and they do not brook paternalistic conceits of outsiders.   Xhogumal have a strong singing tradition and many use percussion instruments (primarily shakers, clackers, and hand drums) even if they are not trained as bards. They have a whistle-language (as part of Gylidder Goblin) for communicating long distances, and wind instruments (primarily horns) are sometimes used in music, but also used for communicating even greater distances.   Although some Xhogumal may go barefoot as often as is feasible, a significant amount of their lives they spend treading all manner of terrain — much of which is less hospitable to the sole. Xhogumal cobblers are known for their exceptional quality footwear of all types, from sandals to tall boots, for all varieties and arrangements of feet. These creations are often available for trade and barter, and so Xhogumal footwear might be found anywhere. Xhogumal weavers incorporate their own style of macramé not only into their iconic footwear, but also in their adornments and garments, as well as decorations for their environs.    

Making a Xhogumal character

  ( Xhogumal Background on D&D Beyond )   Automatic Language: Ul-Xhogumal (Xhogumal get Ul-Xhogumal as an additional free language.)   Xhogumal speak their own language, often simply referred to by the same name by others, but properly called Ul-Xhogumal. Ul-Xhogumal reflects the medley of the people it is from, a blending of bloodlines and ways of thinking that have produced a new, mixed language related to Gylidder Goblin, Gylidder Orcish, Primordial, and Sylvan that incorporates kulning and whistles for long range and occasionally discreet communication masked as bird songs and other animal calls.   (Due to its parent languages, Ul-Xhogumal can passibly communicate with the following languages, with any relevant checks (such as Persuasion) made at Disadvantage: Gylidder Goblin, Gylidder Orc, Primordial, and Sylvan. It may also be able to communicate with other Realm's regional dialects or derivatives of those four languages at that Realm's DM discretion.)     Associated Factions: The Xhogumal have positive relations with the The Wrenjers of Gylidd. Xhogumal traditions and values closely align with the activities of the Wrenjers and the promises they make upon joining. It is not uncommon for Xhogumal to join the Wrenjers to help protect an even larger community, and their upbringing tends to make it an easy transition.
Associated Languages: Most commonly known by Xhogumal are Gylidder Goblin, Gylidder Orcish.
Associated Classes: Archetypes this Background may produce, that people can go to the Xhogumal for training to become, or are otherwise particularly on theme include:
 
  • Artificer: none
  • Barbarian: Ancestral Guardian, Storm Herald, Totem Warrior
  • Bard: College of Spirits, College of Swords, College of Valor
  • Cleric: Life Domain, Grave Domain, Peace Domain, Nature Domain, Tempest Domain, Twilight Domain, War Domain (see below for specific Inaethri)
  • Druid: Land (any), Shepherd, Stars
  • Fighter: Arcane Archer, Battle Master, Cavalier, Champion, Purple Dragon Knight (Banneret)
  • Monk: Ascendant Dragon, Four Elements, Kensei
  • Paladin: Ancients, Devotion, Glory
  • Ranger: Beast Master, Drake Warden, Gloom Stalker, Hunter
  • Rogue: Scout, Mastermind
  • Sorcerer: Draconic, Storm
  • Warlock: Archfey, Celestial, Genie, Great Old One, Hexblade, Undying (see below for specific Patrons)
  • Wizard: Bladesinging, Conjuration, War Magic
   

Associated Inaethri

  The commune is polytheistic and pays their respect to a myriad Incari throughout their range. For Inaethri, the Xhogumal generally venerate Calelis, Iswa, and Melmenth (with whom ‘sibling’ is extended to mean any relative, blood or not) as a whole, as those Inaethri most embody the importance of community.   Torsahdan (who is viewed more as a representative of trade over land rather than mostly over lakes and seas, as they are traditionally associated) is also popular, as are Aurelon, Beryx, Mihere, and Atnachi (who is viewed with an emphasis on challenge and persevering through adversity rather than the experiencing of pain). Among warriors, Erizdes Kyssa, Glory, Ljottir, Parasca, Rinzel, and Tlombi are common. The measure of such warriors is taken by their strengths as it betters the community as a whole. The strongest, fastest, cleverest warrior who seeks only to show off their prowess and gather recognition for themselves is not as virtuous as a weaker, slower warrior who heeds the advice of their elders and puts the wellbeing and defense of their community before their personal glory.    

Associated Otherworldly Patrons

  As a nomadic people who travel through and make their temporary homes the Rachis range, Bruidwyddir Dauddraig (Archfey, Genie) features heavily in Xhogumal stories and is treated with high regard.   Xhogumal also pay their respects to the great bears of the night sky — Arseth, the Grand Star (Celestial, Great Old One, and Undying Patron), Tzokouda, the Dwarf Star (Archfey, and Great Old One Patron), and Murak, the Dark Star (Great Old One, and Hexblade Patron) — and even those who do not seek out the boon of their pact magic commonly invoke Arseth’s name or image as an avatar of Xhogumal values.