SSULAKA URDUN (The Lizard Tribes of the Gulf Region)
THE SCOPE OF THE SSULAKA URDUN
The SSULAKA URDUN, or the Lizardfolk of Mesopotamia, reside primarily in the delta of the Tigrus and Euphrates. They once ranged throughout Mesopotamia as Neolithic hunter-gatherers. Unfortunately for the Lizardfolk, Bronze Age weaponry of the humans proved an unresistable force. These natives were slowly but surely driven out of the 'prime' real estate of Mesopotamia and into the mangrove and fresh water marsh of the Delta region. In short, the Lizard peoples have been forced to live where others have no interest.
ISOLATION AND INTERACTION
The Lizard Folk clans are fairly insular and secluded from the teeming masses of surrounding humanity. This does not mean an absence of interaction. On the contrary, the warlike nature of these ancient peoples makes then excellent mercenary fighters for the surrounding Mesopotamian factions. Cities nominally under the control of both Hammurabi and Dumuzi have Lizard clans nominally alliged with them due to a long history of affiliation.
TECHNOLOGY
Lizard technology lies somewhere between the late stone and early bronze ages. Mostly this is due to knowledge tranfer from human slaves over the centuries. The Ssulaka Urdun are adopting slowly but surely bronze working and metal smithing.
THE HUMANITIES
The Ssulaka Urdun have no real knowledge of what civilization considers the 'Humanities'. There are no great playwrights or traveling musicians. Instead entertainment and culture is expressed in the forms of physical contests and a rich oral tradition. There are two types of 'Shaman' among the Ssulaka Urdun, those who commune with nature to tame and harness the wilds, and those who are walking libraries of the past deeds of the people. These 'Shamanic Historians' spend most of their lives learning the stories and recollections of their elders against the day their teacher passes and they must convey thousands of years of history to their clan.
SUBSISTENCE AND MOBILITY
The Ssulaka Urdun are a hunter-gatherer society with rudimentary agriculture. This is predominately due to the fact that controlled agriculture is difficult in the Mangroves. They have discovered some fruit bearing trees and plants can be cultivated, but otherwise they find vegetables and meat for sustinence.
POLITICAL INFRASTRUCTURE
A hereditary cheiftan and his associated family rule each clans of the Ssulaka Urdun. His mate and the council of elders advise the hereditary cheiftan. One important concept of the Ssulaka Urdun that the humans do not have is the ability for a tribe to peacefully remove a ruling family. If the tribe unanimously voices discontent at the stewardship of a chieftain that chief is honorbound to step down and nominate one of the elders to replace him. Refusal to step down is the sign of a craven individual that would cast dishonor on his ancestors and clan, and is therefore torn to pieces.
The various clans of the Ssulaka Urdun:
Massask Uskal
Lead by Iasika. Allied with Hamurabi.
Kazassi Masud
Lead by Zussuss. Allied with Dumuzi.
Suulask
Lead by Amassai. Unalligned.
Thalassi Pazass
Lead by Suusala. Unaligned.
Izaski
Lead by Messazanki. Acting as mercenaries for Larsa (Sumeria)
Uluazka Ssal
Lead by Galssagh. Unaligned. Known to have recently raided several trading vessels in the delta. They all seem to be owned by the same trading company.
Haisaam Suul
Lead by Hassalki. Unaligned.
KINSHIP
The clan is the most important political unit among the Ssulaka Urdun. The patrilinial lineage of the lizard folk defines their being and identity. They learn from their ancestors and perform deeds such that their children will gain strength.
ECONOMIC EXCHANGE SYSTEM
Economic exchange among the Ssulaka Urdun takes two forms; barter and plunder. Individuals may barter goods for their perveived value at any point. In fact, Sumerican coinage is generally considered more decorative than anything else among the clans themselves. However, they know that bits of gold and silver will gain them manufactured goods from the local Sumerians. This knowledge has lead to an extensive cottage industry of pearl and red coral harvesting out in the open sea. The Ssulaka Urdun are unparalled swimmers when compared to humans, and as a result have discovered the can obtain valuable metal and worked goods for these relatively easy to acquire items.
The one thing they will not trade except for under duress is the holy symbol of Ssonik, - the black pearl. To wear the symbol of Ssonik conveys the bounty of the God of the All Changing and Conquering Sea upon the wearer - something valued nearly as much as the Ruby of Tiamat.
ECONOMY TYPE
The economy of the Ssulaka Urdun is based on individual ownership of what they can carry. The very thought of a permanent abode seems ridiculous. However, they do understand that there are certain nexi of power within the world, and at these locations the clans construct permanent stone temples to their gods. These temples act not only as places of permanent worship, but also as neuteral ground for clans to meet.
These temples have grown into a a third function: a place where males can interact with available females from other clans that they may not normally be able to interact with. These meetings are interesting affairs in which the males and females engage in various physical and social games. It also allows both genders to proudly display their piercing ornamentations and their life-accomplishment tattoos (GM note: Imagine Samoan or Maori facial and body tatoos).
To a visiting Sumerian these contests appear to be a combination of sport, boasting and the strutting of peacocks.
RESOURCES
The Ssulaka Urdun are extremely resource poor. They do not have any cropland of note, they have few locations for mining, and they produce little in the way of goods for trade. Where they excel is in the exotic. A giant turtle shield with embedded pearl accentuations, gold fillagree and peacock or cockatieal feathers, while just as good as a regular wood shield, can fetch a great deal of goods from the right Sumerian buyer. Therefore while the Ssulaka Urdun are resource poor, they make do with the exotic luxury goods at their disposal.
EXPLORATION
There are two thoughts among the Ssulaka Urdun about exploration; on the one had, humans have overrun all their ancient lands, and there is probably little else out there but humans. On the other hand, the ancient tales tell of other clans dispersed throughout the world and perhaps the people should find their cousins.
TRADE
Trade is sporadic between various clans and the Surrounding human peoples. The one interesting area of Trade among the clans are the ritualized 'kidnapping' raids that males make to acquire wives among the other clans. These 'raids' are generally well advertised. It is obvious when two Ssulaka Urdun decide they wish to bond - and when this bonding meets the approval of the elders of the two tribes.
The raid is comprised of the 'groom' and his shield brothers. These brothers and friends act as a diversion against the targeted clan. The brothers march into the clan's square singing and chanting of their martial prowess. The warriors of the target clan rush out to defend their tribe's honor. This results in a 'mock' battle of dancing, singing and illusory magic. Meanwhile the groom sneaks into the womans hut to kidnap the target female (who is usually attired in her finest combat gear at this point). The couple then engages in 'combat', with the male (hopefully) capturing the female (of course, if the female is not pleased by the males advances, or simply feels that he has turned out to be to weak, she can then drive him off with the aid of her sisters. But this only rarely happens).
The male will then toss the female over his shoulder and flee through the ranks of his brothers who engange in a 'fighting' retreat.
The raiders and raidees then generally engage in separate celebrations for the rest of the day.
MILITARY INFRASTRUCTURE
Every able-bodied male and female can fight, and is expected to defend the clan if honor demands it. Mating rituals aside, some of the clans have a deep and abiding hatred for each other. Others only hate the humans. This patchwork of rivalry leads to incessant inter-clan warfare, and raiding of human settlements. This is also modified by the somewhat mercenary relationship the clans of the Ssulaka Urdun have with the humans. Some clans are aligned with Hammurabi, others with Dumuzi. There are also clans that will engage into either a temporary or perpetual alliance with an individual human city, or even a family.
One thing is known; once an alliance is achieved nothing can break that alliance during its term. So while they may act as mercenaries amon the human factions, the hiring humans know that the clan that serves them will serve them with complete loyalty until the duration of the alliance is complete. To do anything less would dishonor their clan, gods and ancestors.
RELIGION
According to the Ssulaka Urdun, the world was hatched from the great egg produced by an eddy of Chaos. Chaos is the primordial matter of the universe, and the great agent of change that is all life. Once the world came into existence Tiamat, the personification of the primordial Chaos, introduced change that created the various species. And among all of her children, her chosen were those she gave her likeness to, the Ssulaka Urdun.
Tiamat
Tiamat is the great agent of change, the personofication of chaos itself. She is neither evil nor good. She simply is. And by existing all things must change. The only great evil would be if she were harnessed or captured by agents of Order resulting in stagnation and death. Each day brings something new and each day brings change. Without change there comes stagnation and the death of the spirit. The red ruby represents Tiamat.
Alignment: Chaotic Good
Symbol: A milti-hued and headed Drgaon with ruby eyes
Domains: Chaos, Air, Sun
Common Prayers:
Observances or Festivals:
Hydrax
Hydrax is the agent of targeted unexpected change and dispair. Hydrax brings the death of a hatchling. Hydrax brought the humans. Priests feel that the Sumarians misappropriated Tiamat into their pantheon, and actually dread Hydrax.
Alignment: Chaotic Evil
Symbol: A Hydra
Domains: Chaos, Evil, Earth
Common Prayers:
Observances or Festivals:
Ssonik
Ssonik is the god of the all changing and conquering sea. What strength is greater - the solid mountain, or the fluid sea that causes it to crumble? Ssonik represents that patient and gradual change that all things must undergo through time. The Black Pearl represents Ssonik.
Alignment: Chaotic Neuteral
Symbol: A Kraken
Domains: Chaos, Water, Strength
Common Prayers:
Observances or Festivals:
Massarnax
Massarnax is the god of change through war. War can bring great changes in vast scope. Entire clans can be claimed by his actions. Few things can cause as great of a change as war.
Alignment: Chaotic Neuteral
Symbol: a Spear
Domains: Chaos, War, Earth
Common Prayers:
Observances or Festivals:
Ussuthna
Ussuthna is the demon of order that wishes to shackle Tiamat to bring about the ultimate Order: the end of time and all life. Ussithna is the great enemy and all Ssulaka Urdun must fight its designs.
Alignment: Lawful Evil
Symbol: An octopus grasping a humanoid skull.
Domains: Law, Evil, Death
Common Prayers:
Observances or Festivals:
Ancestors
To the Ssulaka Urdun, their ancestors have a far more immediate imact on their day-to-day lives than the forces represented by their aloof gods. Shamans consult the clan ancestors to determine if they hold great actions in favor or disfavor. To act against the portents of the ancestors invites the influence of Hydrax.
Alignment: any
Symbol: none
Domain: Protection
Common Prayers:
Observances or Festivals:
MAGIC
The Ssulaka Urdun style of magic is unique and vaired. Adepts of the Ssulaka Urdun can summor glamors of the Ancestors (Illusion) to confuse and confound their enemies. Other Adepts can summon material and spirit creatures to their aid (Summoning). There are also the great druids who learn to interact closely with the natural world and ally with these spirits. Finally there are those who rely on the Ancestors to augur the future through the reading of signs and divination.
VARIANT, PRESTIGE AND AVAILABLE CLASSES
Available classes: Fighter, Rogue, Barbairan, Ranger, Paladin, Mage, Druid.
Variant and prestige classes: Sorcerer, Swamp Witch,
Statistic swing: +2 Str +2 Con and -2 Int