Khazam Settlement in Advent | World Anvil
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Khazam

Kazham A - 3.2.4 Culture Clothing and Decoration: Clothing materials are normally plant fiber and leather. Silk is rare and used for special occasions. Aside from bought textiles, all is handmade. Hats are normally to shade from the elements with local organic decoration. Halter tops for women and vests or bare chests for men are the norm. A front draping loincloth decorated with beadwork is the normal attire for both males and females. Children usually only wear the loin cloth. Footwear is usually a leather sole with strappings going up the calf of the leg. Decoration is almost always native material found in the area and stone beads. Fears and Inabilities: The natives of Khazamunderstand the harsh cycle of life and death. There is very little that prevents them from doing what they want. Lifestyle: Matriarchy. Settlements with foraging and hunting. A very spiritual and animistic tradition. All citizens of Khazam are important and play a role in it’s survival. Children are invaluable and irreplaceable. The accepted “Male-Female” roles are solidly reversed as male children are more rare than females. A chieftainess rules with her Body of Elders and wise women. Males in traditional male roles are seen as “genderbending” and possibly endangering the tribe, curious anomalies and obviously without children to care for. Marriage Pattern: Loose with the female determining familial heritage. Religion: Animistic. Khazam and her people understand and revere the cycle of life. Altana still shows strongly in their faith. Mostly personal reverence and reflection. Other Factors Demeanor: Khazam would not exist but for her families. Curiosity is encouraged; so too is playfulness, ingenuity and bravery. Languages: Mithran, Taru-Taru, Goblin, hume, Elvaan, Galkan, Sauhaugin, Tonberry. Prejudices: Despoiling the jungle or disrespecting a hunters prey are seen as a sickness of the spirit. Undead provoke an attack in an effort to break them out of their unnatural cycle. Professions: All are available, though outdoorsy professions dominate. Standard Hobby Skills: Pick one: Acting, Dancing, Mimery, Mimicry, Play Instrument, Tale Telling, Singing, Music, Painting, Poetry, Sculpting, Athletic Games (1), Jumping, Distance Running, Scaling, Sprinting, Swimming, Acrobatics, Climbing, Contortions, Diving, Juggling, Pole Vaulting, Tightrope Walking, Tumbling, Alertness, Sense Ambush, Observation, Reading Tracks, Tracking, Direction Sense, Sense Awareness (1), Time Sense, Butchery, Cooking, Fletching, Horticulture, Leathercraft, Rope Mastery, Sewing/Weaving, Skinning, Stonecraft, Trapping, Woodcraft, Duping, Leadership, Seduction, Trading, Culture Lore, Fauna Lore, Flora Lore, History (1), Philosophy (1), Religion Lore (1), (1) Outdoor skill, Basic Math, Stalking, Hiding, Orienteering, Tactical Game (1). This skill is now Everyman for you. Outfitting Options Armor: Hide, Padded, Rigid or Soft Leather. Money: Trade items worth 20 sp or Windurstian gil. Weapons: Blowpipe, Boar-spear, Bola, Club, Cudgel, Cutlass, Dagger, Dart, Dirk, Handaxe, Javelin, Lasso, Net (Gladiatorial), Quarterstaff, Sabre, Shortbow, Short Sword, Sling, Spear, Tomahawk, Whip. Background Options Extra Languages: Extra Money: Special Items: Talents:

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