Zekke (ZECK-uh)
The cosmos are filled with forgotten gods barely hanging on to existence. The powers in this swamp may be all that's left of our creators, or they may be some other thing entirely. They might be the ghosts of those who swam these waters before us, they may be manifestations of the swamp's soul. But the Sodden Shrines were already here, letting them rot would be wasteful and dismantling them would disturb the ecosystems that developed around them. We can only hope that whatever we're honoring honors us back.When the Zekke people first appeared on the Prime Material plane, they found fulfillment in untamed wild, in the silt and murk of the swamp, in the power of scale and claw. If they had truly been made of mud and teeth, they would be authorities over both. Untethered from their creator's intentions, they had no concern for waste or balance.
Ideals & Values
The Hinterland Swamp is one of five known origin points for krokon mortals. Like krokons elsewhere, the people of the Zekken Preserve pay homage to a divinity presumed dead. In the case of the Zekke, however, their homeland hosts a quiet power that many hold to be proof of their creator's extant divinity.Reputation
Less-generous interpretations depict the Zekke as primitive and unfriendly, but those who trade with them most often—namely the Mythalenairra and the occasional Telsine settlement—describe them as resourceful and protective. If something needs fixed or salvaged, their Zekken neighbors will be able to do it most efficiently. The Zekke are wary of those they allow to enter the swamp, and will often provide very strict guidelines for where visitors can go, what they can do, and how long they can be there. Most Zekke will readily explain their reasonings for these guidelines, but visitors' reception varies.Virtues
Resourcefulness and an awareness of one's surrounds are some of the most valued qualities to the Zekke; indeed, the former is absolutely necessary to survive among them. A virtuous Zek maintains their niche in society, including caring for themself to be ready at all times. They are adaptable and can craft what the community or environment needs when it is needed.Taboos
Wastefulness is unequivocally vile, and indulgence offensive to even the most liberal-minded Zek. The Zekke encourage small families, and it's not unheard of for a village to send their largest families away if it becomes over populated. Finally, the Zekke consider it the highest form of disrespect to be frivolous or irreverent with regard to the shrines.Conventions & Customs
The Zekke are necessarily community-minded; individualism sees each person taking for just themselves and guarding against lean times. Collectivism allows for individuals to rely on the social safety net, reducing the resources each person must allocate to themself. Most supplies are shared, and excess is distributed as needed. Privacy concerns are low and personal property is minimal butHouses & Property
The Zekke don't build homes on an individual or even family scale, but on a community one. Sharing a dwelling with the neighbors serves the dual purpose of using fewer resources in building and retaining heat during the freezing winters. Each settlement comprises a handful of communal houses surrounding the kilns, with a shrine generally in line with the constructed houses. Privacy varies by settlement, with some houses having entirely open plans, some with curtains or dividers, and still others with proper walls for rooms. Many Zekke have footlockers or chests inherited from family to keep their belongings separate from the shared space.Daily Life
Wherever possible, resources are shared through the community. While each settlement is built to support a Sodden Shrine, they are literally built around communal kilns and furnaces. The two inner shelves allow for crafting and cooking, while racks over the vents are used for drying pottery, fish, and herbs. Meals are taken together and are generally prepared at the samePersonal Identity
A Zek defines themself by the niche they fill in their community. A potter is foremost a potter, and everything else in their life is curated to support their ability to make pottery as needed.Language Groups & Dialects
Primarily, the Zekke speak a Primordial patois derived from both Terran and Aquan. Known as Drekkan, it is most commonly associated with the Plane of Ooze. Like other Primordial dialects, Drekkan speakers can understand and be understood by any Primoridal speaker. The prevalence of Drekkan among krokon origin points has led to certain speculation regarding the nature of the alleged creator deity, but like most other speculations regarding the krokon divinity, it remains unproven either way.Naming Conventions
Before they were the Zekke, they had no names. They acknowledged one another in growls and grunts and snaps and hisses, wild even in their nascent civilization. The histories say they knew the language of primordial earth and water but reveled in a tongue even more primal than that. Zekken names harken back to those early days of mud and teeth.Rites & Rituals
The Preserve—and consequently the Zekke—is reliant on a unique blend of tradition and progress. Maintaining a balanced ecosystem requires adhering to consistent observation of cycles, but also on adapting to the changes brought by outside forces. The theme of continuance through renewal is common through most traditions and observations of the Zekke.Birth
Children are raised more or less communally, and there is little ceremony around a hatching. Live births typically involve the community tending more directly to the infant and person who just gave birth, but this is rooted in efficiency instead of tradition. The newborn is named quickly after birth by the parents or community caregivers, whoever intends to be more directly involved in the child's rearing.Coming of Age
Children are encouraged to spend time with as many members of the community as possible to acquire an understanding of the skills and necessities they are naturally drawn to. Apprenticeships are standard, and community members encourage one another to find the labors that bring joy. Slogging through joyless work leads to poor work, and poor work leads to wasted resources.Marriage
There is no custom of marriage among the Zekke. Monogamy is common and lifelong commitments still exist, Zekken custom merely discourages dedicating resources to acknowleding the unions or maintaining records thereof.Death
Rumors of cannibalistic death practices among the Zekke run rampant north of the Hinterlands, contributing to the already primitive view outsiders have. In truth, a deceased Zek is returned to the swamp.Civic Duties
The most regulated and ceremonial {MOMENT} in Zekken culture is when a Zek chooses to become a warden of the Zekken Preserve. After a full cycle of seasons in apprenticeship to another warden, the warden hopeful is either sent back to their home or fully inducted into the ranks of the Preserve. The induction ceremony is small, attended only by other wardens that happen to be in the area. The senior warden makes a small cut in the root of an ancient tree, and the new warden makes a small cut on their left arm. The new warden drips their blood (or other bodily fluid that serves the same function) into the tree root, and their cut is closed with tree sap. The senior warden heals both wounds, and magic takes root in the new warden. Over time, wardens deepen this connection and develop stronger and more magical bonds with the Hinterland Swamp.The Arts
Cuisine
Like most communities near water, the Zekken diet comprises fish, waterfowl, and aquatic plant life. The most unique aspect of Zekken cuisine is portion size. Dedicated as they are to leaving the smallest foot print possible, the average Zek eats much less than other mortals. What began as minor restrictions on fishing, farming, and hunting grew—over decades—into a collective effort to reduce the mortal draw on the environment. The small diet leaves room for more resources to be allocated to those who are pregnant, nursing, injured, or still growing without straining a settlement's supplies. Visitors to the Swamp are expected to bring their own food (without introducing foreign growths to the environment) or abide by hunting and gathering protocols. Even Torr, known for its lax regulations to help newcomers adapt, is not a city of restaurants and eateries. Locals manage communal kilns that account for foreigners' needs, but most of the actual food is imported along the Mythalenairran trade network.Fashion
No one would fault the Zekke for going through clothing quickly and eschewing adornment, living as close to the mud and water as they do. The Zekke, however, have taken their murky environment as a challenge. Reusing clothing doesn't simply mean wearing a dress for generations, it means wearing it until a sleeve disintigrates, turning it into a sleeveless tunic, and using the remaining sleeve as a belt or herb pouch. It means saving scraps to get creative with mending and patching, and it means redefining jewelry. Joy and personal expression are just as much a part of the environment as decomposers and consumers, and the Preserve has no compunction with allocating resources—particularly reused ones—to them.Performance
The Zekke are a people of storytellers. Telling tales as a community serves to unite those living collectively, avoid materials used in other performance arts, pass the time on long winter nights, and preserve a history not written down. They have no theatre culture, in that costumes, makeup, sets, and props are rarely used, if ever. Magical illusions, traditional and modern dances, as well as a chorus or several musicians all might augment a performance. And indeed, music is the next most refined performance art among the Zekke. Singing fills nearly the same niche as storytelling, and well-made instruments are passed from master to apprentice for generations.Literature
Between the watery environment and the restrictions on paper and vellum, the Zekke have virtually no written arts. Even imported literature is rare, the written word taking an altogether backseat to oral traditions.Entertainment
The core philosphy behind most Zekken pastimes is simple: people need other people, and actively nurturing working relationships ensures everyone has the people they need. While organized activities are an integral part of Zekken life, regular socializing is a hobby in and of itself. Competition is infrequent and casual, and entertainment is intended to deepen the bonds of a community. Swimming when the water's amenable and ice skating when it's not, storytelling and music-making, sullei meditation, terrestrial and aquatic wrestling, hiking, and canoeing are some of the many ways the Zekke spend time together.Creation
Like with their food and fashion, the Zekke have risen to the challenge of crafting with as little as possible. Emphasizing resourcefulness as they do, no material is unusable. Tools and utensils are made of everything from upcycled wood scraps to bone to ceramic. Homes are made of mud-and-wattle walls and wooden floors. Stilts of wood or stone keep the building away from the water, and packed roofs provide a surface for growing things. Most structures degrade back into the swamp in the years between habitants, but the first step of any new settlement is to salvage every possible scrap of building material. All Zekke have some skill and knowledge of building to be able to contribute to founding a new settlement.Magic
The Zekke use magic freely and regularly. It's present in the Skreinvekke's communion with the shrines, the wardens' connection to the swamp, and in the stories and histories passed down through generations of Zekken storytellers. While magicians across the multiverse constantly seek ways to reduce, negate, or circumvent entirely the natural entropy of enchantments and illusions, the Zekke embrace it. An enchanted canoe may last hundreds of years, but eventually the magic binding it together will unravel fully and it too will return to the swamp. In fact, the Preserve monitors ancient, decaying magic to ensure any wild surges don't negatively impact the balance of the ecosystem, and that any raw materials can be safely recycled or left to rot. Even the most powerful spells fade, and the Zekke will be there when they do.Character Creation
Use the guide and statistics below to create a Zekken character. The Zekke view most outsiders with suspicion, if not outright hostility. However, "outsider" is determined more by an individual's awareness and understanding of ecology than any physical traits. Any person who can demonstrate being respectful of the environment is welcome among the Zekke.A list of names to use directly or help generate ideas can be found here.
Ancestries
The Zekke are primarily the reptilian krokons, mud and water genasi, frogfolk, and ranschen. The least likely ancestries are often assumed to be outsiders unless or until obvious signs of Swamp familiarity are displayed.Most Likely Ancestries
Krokon, genasi (mud, earth, water), frogfolk, ranschen, merfolk (freshwater), tortle, petallion, psilocybeLeast Likely Ancestries
Kangra, lapienne, yuan-ti, gith, couatl folk, devan, lothran, goliath, jotunn, behirborn, phoenixborn, salamandriteClasses
Most Zekken adventurers are wardens of the Preserve seeking something to aid the Swamp. If a Zekken adventurer wields or wears metal, it is likely a prized possesion and kept free of rust and damage. There is little in the way of organized religion or divine connection, but dedication to the Shrines can manifest as divine magic.Most Likely Classes
Barbarian (any), bard (creation, lore, valor), cleric (life, nature, order), druid (any), monk (astral self, four elements, open hand), paladin (ancients, devotion, watchers), ranger (any), rogue (scout), sorcerer (sodden spirit, wild magic), witch (familiar, herb)Least Likely Classes
Alchemist (any), bard (eloquence, swords, whispers), cleric (forge, trickery, war), paladin (conquest, glory), rogue (mastermind, thief), sorcerer (clockwork soul), warlock (any), wizard (order of scribes)Sodden Spirit
A Sodden Shrine is not the kind of magical thing that can provide power to a warlock, but a sorcerous origin has been connected to their existence.Traits
The mandates of the Zekken Preserve mean that every Zek has a few skills in common. A Zekken character has the following traits:Languages. You can speak and understand Primordial (Drekkan) and Common. You determine your literacy with each language.
Cunning Artisan. As part of a short rest, you can scavenge non- or once-living material from the immediate environment to create a small trinket or art piece, a simple melee weapon, or ammunition for a simple ranged weapon.
Efficient. You're accustomed to taking only what you need. You require only half the normal amount of food and water per day.
Values
The Zekke are community-minded environmentalists, servants of the world they share. A Zekken character has strong opinions on the following values, regardless of whether or not those opinions align with their kin's.Ecology. We are only as good as the environments we live in.
Resourcefulness. It is virtuous to craft ingenuity from what is already at hand.
Stewardship. Not every situation demands a guardian, but staying ready for those that do is vital.
Comments