Overview & The Mystic War Samora is a small swamp town with a lot of huge secrets. The Samorans managed to stay out of the Mystic war entirely. Tucked away in Wildra, this small town is all but unknown to the rest of the world. This is exactly how the Samorans like it.
In truth, the town is but an echo of what the Samoran people used to be. However, the hope of restoring the greatness that its people once held is still very much alive.
History & The Legacy of Heroes In the lore and history of the Samoran people, they are taught that over and over in the past, every time a great threat stood that no one else could beat, a Samoran and the Samoran people stood strong and won. A common quote among them is: "It only takes one Samoran to beat impossible odds."
This history is why the Samorans are in such bad shape now. Though their ancestors fought and killed powerful Tyrants that no one else could beat, they also sacrificed much to do it. The people are all but forgotten and were almost wiped out. Because of this, the Samorans take immense pride in the achievements of the ones before them and honor them. They know they earned the right to be a person, and they know they will keep earning that right.
Many young Samorans dream of gaining the honor of "Hero of the Swamp." Though the Samorans of old may have been great, it is now the new generation of Samorans that holds the fate of the swamp on their shoulders.
Society & The Guilt-Based Culture Samorans hold each other in high regard and see each other as one people. Harm to one Samoran is harm to all. Their custom is a guilt-based society where the concept of harming another Samoran in any way is unbearable and tears at their soul. "It takes a swamp to raise a child" is a way of life here; though each person has their biological family, everyone here is your logical family.
There are very few actual laws in the swamp. The core law is: No Samoran is to ever harm another Samoran, even lying to another is wrong. We stand to fight the great Tyrants that would destroy all. Everything else is more of a guideline. Samorans will often help each other out with basic needs like food or a place to stay (keeping in mind there is no rule you actually have to like each other).
Crime, Justice & Leadership The leader of the people is a human man named Liss.
If a crime is committed, there is a public trial. The concept is that the trial is final. Once a person suffers his or her punishment and the sentence is completed, the subject is dropped entirely—unless they are tagged a traitor. Many punishments are a simple slap on the back of the hand. To an outsider this seems minor, but to a Samoran this is a great shame where not only are you found in the wrong, you let down your people.
Samorans take great pride and joy in hunting down traitors to the swamp. There are also many titles in the swamp (e.g., Hero of the Swamp, Protector of the Swamp). Any title one gets is a symbol of massive pride. Titles are exclusively given and taken by the leader of Samora.
The Outsider Perspective When it comes to each other, the Samorans may be the very beacon of good—a shining example of how people should treat each other. However, when it comes to an outsider, Samorans often redefine what evil means.
They have the mentality that if you are not a Samoran, you are not a person. Therefore, anything that happens to you is just funny. They often take active joy in the suffering of outsiders.
Cultural Notes
Necromancy and the undead are respected here. Some Samorans are even undead themselves.
The Swamp has many Aklo (Unseelie) Fey that are also considered Samoran.
Every Samoran has these 2 traits added to them:
Samoran You can identify another Samoran on sight. This bypasses mundane and magic disguises. You can also identify traitors on sight. You may spend a spell slot to change the range from sight to an area effect that does not need line of sight or effect. The area depends on the level spell used:
1st Level: Short range
2nd Level: Medium range
3rd Level: Long range
4th Level: 2,000 ft.
5th Level: 1 mile
6th Level: 100 miles
7th Level: 1,000 miles
8th Level: 10,000 miles
9th Level: Anywhere on the planet
True Lies Because Samorans do not see non-Samorans as people, they have no guilt in lying to them. You may use Diplomacy (or Persuasion) in place of Bluff (or Deception) when lying to a non-Samoran. Any magic effect used by a non-Samoran to tell if you are lying will show you are telling the truth, unless you choose to let it work. (Note: This only works for the lying part of the skill. Other uses of the skill are not affected).