Wednesday, April 2, 2025

Worldbuild24 - Imaria Anthropology

Anthropology

Agogwe – Humanoids from the headwaters of the Akpara River. Having been victimized by the Akota and Stygians, they have been pushed into their southern range of Naymbe. They are different in that they display bestial features, such as body fur and claws for burrowing. They are fierce warriors who live nomadically in temporary burrows. They are said to be pale for Imarians and friends to the Wakymbi.[i]

Cassava – A staple crop across many parts of the Three Lands, particularly Lokossa. It is so ubiquitous that few remember anything special about it except it is poisonous until soaked. And in times of crisis some people don’t soak it long enough. What few remember is that it arrived at the height of Antiquity from Arkhosian explorers sailing east along far island chains to an unknown Continent. Following the tentative maps of mad Elves. They grew wild in the ruined gardens of their cities before their edibility was rediscovered.[ii]

Eloko – A form of Fey who dwell within the BIda Rainforest. They do much to make it dangerous, being keen eaters of any form meat, Humanoids especially. They are often confused with Night Men or Human Nghoi. They live in tree hollows and rarely group together. They are found more in the immense choking equivalent in the Feywild. No ruins of the Yellow Plant Empire come near their territories because they kept them out of the Plane.[iii]

Entare – Terrors of the savannah beyond The Three Lands, these creatures with the chests of men rising from a lion, fight fiercely with the Meru-descendent tribes for the delicious cattle. Untold in number and range, all that is known about them come from their flatter-faced brethren in Zakhara, the wemic. People of Nymabe say they were made by the Kosan and not the Overpower, those of the three lands have not met them since the Dawn Age.[iv]

Imbulu – The Fey folk of Imaria tend more towards the animal cast, residing in the thick forests for of the bIda and the southern ranges of the Weeping Mountains, known as the Kuba Taaba. Called Hengeyokai in other lands, they have suffered greatly in past ages. First persecuted by roving bands of Eladrin from some ancient slight, then subjugated by the Yellow Plant Empire and the Kosan. For this they live in animal-specific villages and shun all but the Wakyambi. Though the ambitious trade on their magical knowledge to become rich in distant cities.[v]

Kingdoms – Each of the five surviving kingdoms of the Three Lands is centered on a cultural group that has subsumed tribal identities but retained a distinct identity unlike Nymabe, though much has been shaped by the Long War with Deshur. The kingdoms each have their own law codes, honor systems, magical traditions, attitudes towards slavery and towards those they deem lesser; some which are extraordinarily harsh. The devastation has meant power is at a very local village or city level and almost always hereditary. Accusations of collusion with the eternals are feud-starting, but common.

Lion Bands – Mercenary units that have left the Three Lands. Frequently employed by Elven Merchant Fleets, Zakharan elite, Stygian Nomes and by the best Planar organizations alongside the other adventurers. They are stereotypically known for their elaborate hair and use of shiny metals to decorate their chest armor to advertise their presence in battle. They still maintain traditional spear and shield-fighting methods, though they adopt Nyalan-style heavy armor when fighting in colder climates. They have a poor relationship with the Spears of the Dawn, as the Spears believe the war with the Eternals is not yet done.

Long War, The – When the Emperor Shangmay of Nyala invaded Deshur to add another province, the Pharoah was forced back to the underground catacombs beneath his city. To consult with the terrible spirits beneath the Weeping Mountains and the powers of ancient Zannad. What emerged were the undead Eternals, who could not stand the living except as flesh to keep them in their twilight state. For seven and a half generations they advanced, devoting more and more time to pacifying as conquering. It has been two generations since Emperor Kaday threw them down and The Three Lands are still recovering.[vi]

Mask Societies – It is rumored that secret societies of magical mask-makers rule of many villages across Imaria. While masks are frequently used in rites across the southern reaches of the Three Lands and Nyambe. It is unknown how much they serve what authorities were already there. To betray their identity or lose a loaned mask is a horrible fate. These masks are said to grant strange powers.[vii]

Night Men, The – Horribly mutated, flesh-hungry, and hairless. Night Men are the descendants of the two-tiered castes that today are only found among the Dark Ones. During the Hot Period of the Dawn Age, their original civilization was founded south of the Akpara River but came to its abrupt end at the hands of the Yellow Plant Empire. Those who could not flee to the Underdark were forced to endure bacterial warfare and abandonment by the ruling caste for the coastal islands extending into the Endless Blue. They are apparently Goblinoids.[viii]

Ngoloko – The word for Half-Orc in the languages of Imaria which distinguish them from their relatives. Apparently, the children of the Kosan who were spared for not being kosan. There are no known communities of them, and it appears the original people have died or rejoined their Human relatives.[ix]

Serpentis, Circles of – Some Druidic Circles are not forces of weal. On such group which has long vexed the Earth is the Circle of Serpentis. Comprised of Yuan-ti who crown Zehir master of all the serpent spirits. They work in lands of former Zannad to infiltrate and bring havoc among the warm-blooded Humanoids. Defeated first in Stygia and Nerath, their historically recent losses in Zakhara have driven them further down the coast to the depths of Imaria. Where the jungles meet the Laughing Storms.[x]

Servants of the Sands – Stygia is ancient and has long been entranced by the passage of time, and how to slow it. The rhythm of the waters and the desiccating sands taught them to make mummies and carve geomantic structures to achieve life eternal. In this way Pelor, was honored just as much for the mastery of time as the sun. His priests and the secular students have learned the arts of altering and seeing the passage of time. The payment is to be enrapt alive in bandages and nowadays plates, as they pay back their borrowed time. They also are fond of clockwork.[xi]

Spears of the Dawn – To root out the Eternals from their last pockets, elite warrior bands were charged with the grim task. Forty years later, these loose adventuring bands continue. Spears come from every walk of life and offer an outlet for those who buck social conventions. They should be welcome in any village or palace but must fight evil too great or unnatural for the locals. They are regarded as unpredictable but necessary, with minor breaches and taboos overlooked. But though those who fail are regarded as little more than vagabonds and suspected of being bandits.[xii]

Sun Faith – An adaptation of the Enlightened Faith of Zakhara, filtered through the indomitable will of Stygia and carried over the mountains to wasted Deshur, elaborate prayer houses in Krisi and the open air in Meru. Transforming the primacy of Fate over even the Gods, to that the Sun God is the source and only true deity fit for worship. Leading to tensions and riots over sacrificial communal rites. The faith is taught by clergy called Sun Teachers, who read the scriptures and interpret the Four Corners of the Mountain. Trained from an early age, their hierarchies are like their counterparts, local.[xiii]

Unthlatu – The half-Dragons descendants of ancient Zannad, and Maru-Qet. Some even describe them as being part lizardfolk. Regardless, they practise ancient forms of sorcery and do not welcome outsiders. They dwell in the green lands of Lokassa and even the Night Men avoid their coastal swamps.[xiv]

Utuchekulu – Small things crawl across the Weeping Mountains, just as vicious as the Night Men of the jungles. Few can recall their description, some sort of hybrid of Dwarves and Goblinoids was reported by Zakaharan merchants. Great detail was laid upon their blood-red teeth and single long fang. They eat the dead and can leap far greater than their size attests. Mabwe is said to truce with them and those merchants say the teeth are dyed. Tremors drove them from the Underdark, and some among their kind are hated for their shadow magic.[xv]

Wakyambi – Fey people of the bIda Rainforest and lesser in Nyambe. They recount they lived in the sky above the sun. Such words are puzzling to scholars, either the unexplored Feywild of southern Imaria is distinct, or the wakyambi hold its position to be above the Earth. They are exceedingly tall, with violet eyes and possess tails, which make others see them as akin to the Imbulu. They were said to be favoured by the Kosan and had to made up for it with violence after. They are ruled by a council of the aged, grow orchids and live in trees.[xvi]



[i] See Nyambe African Adventures pp.36-37

[ii] Cassava is a centuries old West African staple which is why I think Kevin Crawford added it in without noticing it was brought by the Portuguese from South America.

[iii] Adapted from Nymabe African Adventures p.205

[iv] See Nyambe African Adventures pp.143-144

[v] See Web-article Imbulu from the Nyambe fan-site, the comics of Juni Ba

[vi] See Spears of the Dawn, numerous mentions

[vii] See Nyambe African Adventures pp.67-68

[viii] See Spears of the Dawn p.133

[ix] See Nyambe African Adventures pp.29-30

[x] See Textbox in Primal Power p.53

[xi] Inspired by the Xelor class from Dofus/Wakfu, Diviner Wizard subclass from D&D 5E

[xii] See Spears of the Dawn p.7

[xiii] See Spears of the Dawn

[xiv] Adapted from Nyambe African Adventures pp.40-42, Dragon Magazine #122 p.30

[xv] Adapted from Nyambe African Adventures pp.42-43, Dragon Magazine #122 p.28

[xvi] See Nyambe African Adventures pp.43-44

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