Nation of Razir
The first land in Tokavah to feel the sun's warm embrace every day is the nation of Razir. Razir is a vast savanna interspersed with large mesas that surround a lone volcanic mountain, Mount Motomoyo. This mountain is sacred to them. It is believed that as long as smoke rises from the top, Razir will be blessed.
Razir experiences two seasons: dry and wet. Both are hot. As the long dry season, or Scorching, persists, it gradually depletes all the nation's water sources. This has led the Raziri to adopt a nomadic lifestyle. However, when the Dousing begins, they gather atop the large mesas to await the end of the rainy season.
To the people of Razir, life is a gift and should always be lived to fullest. Whether you are working, playing, hunting, or celebrating, you should give your all to everything you do. Feelings - good or bad - should always be expressed. A common saying goes that feelings are like a hot coal in your mouth - to hold it inside will only burn you, so spit it out and it will cool.
This philosophy has given them a reputation for being short-tempered and overly blunt, but they would argue other people sicken themselves by letting negative feelings fester. The Raziri do not hold grudges. If an individual has a problem with another, they confront them in front of witnesses. If words will not resolve the problem, then they fight. Most often this is physical combat, but other contests can be agreed upon, such as contests of wit, dancing, cooking, or other skills. Oftentimes, Raz-Orani are chosen to judge the contest. Once the contest is decided, the loser abides by the will of the winner and the issue is settled. It is not uncommon to see the same individuals who were yelling at each other hours before sitting around the campfire laughing and sharing a drink that evening.
The Raziri are a passionate people who focus their attention on the present. Stories from the past are remembered and often retold, but what is done cannot be undone, so they see no reason to dwell on it. As for the future, the sun always rises into a new day, but until then, there are plenty of other concerns or desires to occupy oneself. This should not be taken to mean that the Raziri are thoughtless, unlearned, or fail to plan. Rather, because of their needs and environment, they direct their learning and energies in ways that may seem strange to more settled peoples.
The most important things to the people of Razir are family, hunting (both for animals and other resources), and the Flame. The Raziri are incredibly loyal to their family, which includes not only blood relatives but every member of their tribe. All is done for the sake of the tribe's survival and benefit. As fearsome warriors, often gifted with natural claws, they consider hunting to be the ultimate way not only to provide for their family but to test their skills.
Every tribe, big or small, has a Flame that is cared for by one or more Flamewardens. It is said that long ago fire raged in all lands, but the Divine Sparkmother bottled it all up into the mountain - Mount Motomoyo. She took embers from the fires and pressed them into the hearts of her chosen people. These people were charged with tending to the Flame. In remembrance of this, each tribe maintains a fire at all times.
Raziri love to celebrate, so they take any excuse to do so. Birthdays, a child reaching adulthood, a wedding, a couple's anniversary, a young one's first hunt, or even just a successful hunt are all celebrated with equal enthusiasm. Celebrations include a feast, music and dancing, games of strength or skill, and storytelling around the Flame. Drums and other percussion instruments feature heavily in Raziri music. Besides hide drums stretched over wood frames, they create wooden carved drums, shakers, scrapers, and marimbas, to name a few. They use flutes and stringed instruments carved from bone or wood, and accompany the instruments with singing.
Raziri Names
Given Names
Raziri given names are inspired by Swahili, Arabic, Somali, Cheyenne (Tsisinstsistots), Algonquin, Apache, and ancient Aztec names and words. The name you choose does not have to match the sounds or meanings from any of these languages, and could include inspiration from additional languages indigenous to the Americas and Africa. In some families or tribes, names are given in the common language of Tokavah, Poetic Speech (which is represented by English).
When a baby is born, they are given a birth name, sometimes called a pup or cub name, by their parents. Oftentimes this name is chosen based on events or circumstances surrounding their birth, their birth order, or the time of day or season of their birth. As the child grows, nicknames based on their personality are common. However, upon reaching adulthood, the child participates in a Naming Ceremony celebration. The exact timing is different in every tribe and for every child, but it usually occurs around the age of sixteen.
Some adults carry that name for the rest of their lives. However, just as in childhood, adult's may be given nicknames or names speaking of their accomplishments or special gifts. Adult names can be opaque in their meaning, such as "Akili", "Nafasi", or "Sefu", or they can be more literal phrases, usually two to three words in length, such as "Sparking Ember", "Morning Rain Cloud", or "Dream Dancer". In the case of a longer, phrase name, the individual usually chooses a single word from the phrase which they go by in casual settings.
Family Names
Within the tribe, a person may refer to themselves by their parent's names, such as "Binti, daughter of Bright Moon and Tabari." Outside of the tribe, Raziri identify themselves by their tribal name. For example, "Binti of the Nafsiyowe Tribe". For more formal occasions, an individual would list their adult name, any additional nicknames or awarded names (in order of being received), their parent's names (in any order), and their tribe name. For example, "Binti Dancer Golden Feather, daughter of Bright Moon and Tabari, of the Nafsiyowe Tribe".
There are several thousand Raziri tribes, so it is impractical for Raziri to memorize all of the tribe names, but most Raziri know the names of the largest tribes.
The three largest tribes are:
Nafsiyowe Tribe - the largest and oldest tribe in Raziri, boasting nearly three hundred members. They are considered one of the most devout tribes.
Mzizimoto Tribe - the second largest tribe. They are unique among Raziri as they do not travel but remain in their city near Mount Motomoyo as the caretakers of the sacred volcano. They have a strong focus on smithing and Artificing.
Jonitaji Tribe - the third largest tribe in Razir, known for their powerful Channeling skills and athletic prowess. During the Dousing, they coordinate the Kwatoko Games, a prestigious athletic competition.
Name Examples
Chiku of the Kuchokali Tribe
Morning Sun Upon the Grass
Blue Gem Eyes Pouncing Claw, child of Foluke Bloody Tooth and Abebe, of the Ujanja Tribe
Hasanati
Kodwo
Costuming References
The Raziri value practicality and function in their clothing, but that doesn't mean their clothes are plain. They love to express themselves with bright colors, intricate patterns, jewelry, and body art. Clothes are most commonly made from hide or cotton. They tend to have three types of outfits: "hunting", "camp", and "festival". Flamewardens can be identified by their robes and headpieces, as detailed in the Faith & Religion section.
Hunting clothes are designed with one goal in mind - keep them hidden from their prey and protect them in a fight. They are made from simple hides (with and without fur) and plain colored cotton fabrics. Designs are loose and breathable, but close fitting at the ankles and wrists to keep the cloth from getting in the way, and often include a head or face wrap covering. Many designs are sleeveless. Light to Medium armor made of leather and bone is most common.
Camp clothes are the everyday wear. These are for going out to forage, working, and relaxing around the campfire. Since there is no need for stealth, these clothes incorporate bright colors and patterns. Fire, animal, and geometric designs are a popular choice, as are fiery colors (reds, oranges, yellows, and even bright blues or whites). These clothes often have intricate embroidery or beadwork, though for these everyday clothes it is usually kept along the edges or smaller sections of the fabric.
Festival clothes are the fanciest attire. Draping, wrapping designs are common to show off the fabric's intricate embroidery or pattern. Rich Raziri might have metal threads woven into the fabric, allowing it to shimmer in the sunlight
Body art and jewelry is another way the Raziri express themselves. They wear jewelry made from brightly colored rocks, painted clay beads, wood, or bone (especially teeth or antlers). Obsidian, as a sacred stone, is highly prized for ornamentation jewelry. Metal jewelry is less common for everyday wear, as metal is a scarce resource and usually used for more practical purposes. Copper and gold are the preferred metals to use for jewelry; iron is too valuable for practical uses and silver is not in fashion as many Raziri have an intolerance to it.
Tattoos in geometric or fire designs or artistic representations of animals are common, especially on the arms, shoulders, and torso. Additionally, makeup and body paint for both beauty and battle are used. Most often, the designs are simple dots or lines to accentuate the face, but for special occasions or important battles more intricate patterns might be used.
Check out the Citadel Razir Pinterest page for pictures of costuming references.
Faith & Religion
Religion is a constant backdrop in the Raziri's day to day life. The Flamewardens (the religious leaders) of the tribe are given the same respect as the Chief, although their roles differ. Respect toward Flamewardens is not just a suggestion, but the law. Anyone who shows blatant disrespect toward a Flamewarden could find themselves Charred - exiled from Raziri society.
The Flamewardens can be identified by their ceremonial robes and headpieces. Every Flamewarden's robes are primarily red, but have a different pattern and personal style. Using gold or bronze thread for embroidery, or within the red fabric's weave, so that it flickers in the light is a popular choice. The headpiece is a leather headband or cap adorned with studs, beads, or other ornaments made of bronze, gold, and obsidian.
The Flamewardens say the Goddess is the Heart Flame of Razir. Not everyone needs to tend the Flame, but it provides light, warmth, and comfort to all who surround it. The concept of atheism would be absurd to a Raziri. The Goddess existing is never in question; it is more a question of how much an individual wishes to interface with Her. Many Raziri are content with giving thanks or praise to the Goddess after a good hunt or during a festival, but don't give religion much thought beyond that. More devout individuals might participate in additional rituals or practices.
The Raziri have many names for Goddess: The Divine, Sparkmother, the Eternal Hunter, The Blazing One or Blazing Mother, The Firemaker, and Heart Flame to name a few. Names tell a story, and that is especially true for the Goddess. They choose the name that resonates with them, or that shares a side of Her that is relevant to the situation. "Divine" speaks to Her immortal deity; "Sparkmother" to Her nurturing love; the "Eternal Hunter" to Her being the first and mightiest hunter; the "Blazing One" for her power and fury, etc.
The Flamewardens teach that, although the Goddess can always hear prayers, a more direct connection to Her exists through fire. If a Raziri wishes to commune with the Divine, they would do so in the light of a fire. Speaking into a fire - especially a tribe's sacred Flame - is believed to be speaking to the very heart of the Goddess, so that is how the Raziri most often pray.
Although quiet meditation before a fire is certainly done, more often than not the Raziri express themselves through motion - like dancing, playing an instrument, singing, crafting, or athletic exercises. If it is done in the light of a fire, then it is praise to the Sparkmother.
Economy & International Relations
Historically, the Raziri have been very self-sufficient with limited trade and interaction with other nations. However, that is no longer the case in the current era. The interconnectedness between nations brought about by the Orani Circuit has allowed for greater interaction and trade with the rest of the world, as well as helped facilitate trade within Razir.
Although bartering is more common than an exchange of coins within a tribe, Raziri buy and sell with money when dealing with those outside their tribe.
Tribes do not hunt in excess of what they need to eat, but that sometimes still provides an excess of other materials. Additionally, crafters within the tribes may have the means to make more than what their tribe needs, and so will sell those wares. Export of food is more limited, but food that keeps well or was intentionally grown in excess during the Dousing may be traded.
Imports include raw goods, such as metal, textiles, Inscription materials, and crafted goods, especially from Artificers and Scribes.
Relationships with Other Nations
Raziri tend to be wary when they meet new people outside of their tribe, especially if they don’t do so very often. However, once they determine that the new person is not a threat to themselves or those they love, they quickly warm. Those from other nations who spend a few weeks or more with a tribe are essentially adopted into that tribe. However, Razir hospitality is not a passive relaxation for the guests. Unless you are ill or injured, you are expected to contribute just like everyone else in the tribe.
The following information is the general, cultural biases (both positive and negative) that Raziri tend to have toward those from other nations.
Ishui
They are very polite and reserved. They spend way too much time contemplating and pondering the past before making a decision, and their obsession with writing things down rather than entrusting the knowledge to someone like a Flamewarden is odd. The subtlety by which Ishui approach conflict and engage in politics is either totally missed by Raziri or a source of frustration to them. However, as different as they may seem, the Ishui and Raziri share both a love and consideration for the natural order and a wanderlust.
Kyr
They use a dozen words when one would suffice, and would rather spend a day arguing than settle a dispute with a quick contest. The Raziri feel that Kyrie over complicate matters that the Raziri consider straightforward - politics, disputes, even education. They suppress their gut instincts in favor of cold logic and tedious planning. Both uniting them (and a source of contention) comes from how Kyrie and Raziri share a competitive spirit. One thing they always bond over, however, is their love of music.
Ora
All Orani are respected both for their history of endurance and the jobs they perform, as well as well-liked for their friendly dispositions. The Raz-Orani are rarely seen as “outsiders”, but rather as full members of their Raziri tribe. The other tribes of Orani are peculiar to the Raziri. The Raziri have the most contact with the Mendicant-Orani; they love to hear tales of the Mendicant-Orani’s travels and appreciate the trade and news they bring. However, the Mendicant-Orani’s love of philosophy and attention to the celestial bodies is usually tedious to all but the Flamewardens. The Ishu-Orani, Kyr-Orani, and Von-Orani are viewed in a similar fashion to the people with which they live (and it baffles Raziri why they would choose those places above Razir or the travel circuit).
Vonor
For the most part, the Raziri get along well with their Vonori neighbors. Their practical outlook and their emphasis on working for others resonate with Raziri, as do the Vow of Ivory’s duty to record the stories of those who have passed. However, Raziri balk at the stiff Vonori rules of etiquette (especially among the middle and upper classes) and their “obsession” with the dead. They also are much too guarded with their emotions, with a tendency to hold a grudge rather than immediately confront their grievances.
Trade & Magic Skills
Although you can find masters of all the magic and trade skills in Razir, some are more common than others, and the way the Raziri practice the skills might be different than those of other nations.
Rarity Term Definitions:
Rare: Relatively unseen, only a few experts in the entire nation
Uncommon: Not seen often and would be considered unusual among the population for someone to obtain an intermediate level or mastery of the skill.
Common: Frequently found among the population, and it would be expected for most people to at least have a basic understanding of the skill.
Wide Spread: It is normal for adults to have an intermediate level of skill, and there are masters of the skill in almost every family.
Artificing
Rarity: Uncommon in general population; Wide Spread in Mzizimoto
With metal as such a valuable and scarce commodity, Artificing is a difficult skill for the average Raziri to master. The big exception is the Mzizimoto Tribe, where Artificing is Wide Spread. Raziri from all over the nation come to the Mzizimoto Tribe near the sacred mountain to learn the basics of Artificing in order to assist their tribe. Only a few passionate and gifted individuals choose to stay longer in Mzizimoto to attain mastery.
Raziri Artificers typically focus on the practical needs of the tribe. Once those needs are met, they tend to create items to help give them an edge in hunting. Armor, weapons, and rapid traps are common specialties. Since metals are hard to come by, Raziri often use bones or antlers in place of metal.
Arcanatech
Rarity: Rare in general population; Common in Mzizimoto
Only the master Artificers in Mzizimoto practice Arcanatech on a regular basis. Artificers within the other tribes are limited in both resources and time to work on those types of projects.
Inscription
Rarity: Rare in general population; Wide Spread in Ujanja Tribe
Most Raziri do not have the patience to learn the art of Inscription. All Raziri children learn to read and write, but typically have little interest beyond that. Additionally, paper and ink - as such flammable materials - are considered too fragile to contain anything of value. If a Raziri does show interest in learning Inscription, nine times out of ten they are also studying to be a Flamewarden. The Ujanja Tribe is one of the few tribes who widely practice Inscription and have incorporated it into their culture.
Raziri Scribes almost exclusively use hide instead of paper. For especially important documents, such as Binding Contracts or copies of historical or genealogical records, they might carve into obsidian or metal, but that is rare due to the expense. Cabal and Domestic contracts are by far the most common to be handled by Raziri Scribes. They usually defer to the Raz-Orani for other types of Binding Contracts.
Sigilcraft
Rarity: Rare in general population; Uncommon in Ujanja Tribe
As deep study of Inscription is already rare, finding a Raziri who practices Sigilcraft is extremely unusual. As before, the Ujanja Tribe is the exception to that rule. Their master Sigilcrafters are especially skilled at Inscription Tattoos.
Physicker Studies
Rarity: Uncommon in general population; Wide Spread in Kimyonya Tribe
Basic survival skills are taught to Raziri children before they even learn how to read, so it is exceedingly rare to find a Raziri who doesn’t know how to identify useful plants or stabilize the Wounds of their companions. Deeper study into the art of Physicker Studies is less common. Typically, these skills are delegated to the Flamewardens or to a specific family within the tribe. Despite it not being commonly pursued, Physickers are highly respected. They spend their time keeping the tribe healthy, able to fight, and able to travel, which is extremely valuable. The Kimyonya Tribe is known for their skilled Physickers and Alchemists.
With how frequently the Raziri engage in dangerous activities, the Physickers typically have their hands full. The creation and use of poisons is a strongly debated topic. Some Raziri view the use of poisons as a dishonorable tactic, while others argue that anything which grants an edge in combat is a good thing.
Alchemy
Rarity: Uncommon in general population; Common in Kimyonya Tribe
Most tribes have at least one Alchemist, but it is more rare for them to attain mastery of the art. The Kimyonya Tribe is the only tribe known for its master Alchemists.
Gardening
Rarity: Wide Spread during the Dousing, Rare during the Scorching
Due to the nature of their land, gardening and farming is very difficult during most of the year. However, due to centuries of careful cultivation, the tops of the settled mesas are the greenest places in Razir, with arable soil and the densest growth of trees. Since hunting is difficult and foraging even more so during the Dousing, the top of the mesas are used for agriculture. Wetland and aquatic crops, such as rice and taro are the most common. Raziri create raised soil beds to grow flood-resistant crops, such as maize, sweet potatoes, ginger, and tumeric. Depending on the harvest time for the plants, they may harvest when they arrive at the beginning of the Dousing and then prepare and plant for the next year's return. Other crops have a short enough growth window that they can be harvested at the end of each Dousing.
During the Scorching, the Raziri forage for food and other useful natural materials. They have a great respect for the land, and are strict about maintaining a balance so nothing is ever over harvested.
Ritualism
Rarity: Uncommon in general population; Wide Spread in Kuchokali Tribe
In general, Ritualism requires a level of patience and planning that most Raziri find tedious. However, there is a great respect for the skill. Wizard duels are seen as just as impressive and entertaining as other contests, and have their own category at the Kwatoko Games held each year on Kusandari during the Dousing. The Kuchokali Tribe has embraced Ritualism as their primary skill. All of their Flamewardens and their Chief strive for mastery and all others learn at least the basics.
Raziri Ritualists (perhaps unsurprisingly) love the hunt for new and interesting spells. Creating their first set of Bones and their first Foci is an important ceremony, although it varies from tribe to tribe. Usually, the new Ritualist must go on a solo hunt for a creature they consider worthy or magically powerful and then carefully create the tools of their magic from it.
Channeling
Rarity: Wide Spread
Channeling is, by far, the most common skill among the Raziri. Their hearts burn so brightly that adults spend more time trying to smother the Fire within their children than needing to encourage its expression. The Jonitaji Tribe is especially well-known for their powerful Channelers. Almost every Flamewarden is at least a Novice Fire Channeler, with most attaining mastery within their lifetimes. Channeling is a natural fit for the Raziri lifestyles, and their strong oral tradition smoothly passes along their knowledge to the next generation.
Order Presence
Academy of the Rising Wind
The College of the Searing Wind is the most recently established Academy college in Tokavah (680 GY). Although Razir, specifically Mzizimoto, has been at the front end of Artificing and Arcanatech advancement for centuries, the Academy presence at Razir was limited to just a field outpost due to the Mzizimoto Tribe’s hesitance to share their crafting secrets with non-Raziri. The outpost was used by professors who spent time amongst the tribes, studying the unique ecosystem, particularly the wildlife, and as a check-in grounds for scholars studying music and dance. However, with the boom of Arcanatech in the last century, more Practicum scholars from around the world made the trek to study under the masters in Mzizimoto, and the tribe agreed to collaborate with the Academy to create a formalized college. Only Arcanatech has actual physical class space; others are often traveling/field studies throughout Razir, led by a Research Professor.
Raziri who display a passion for higher education, especially Embers (Flamewardens in training), are encouraged to attend the Academy for at least a year. Some are eager to finish, but for others that is just the start of their journey with the Academy, and many Embers stay enrolled for three or four years before returning to their tribes. Unsurprisingly, Harmonium, Arcanists, Practicum, and Militarium are the most popular disciplines for Raziri to study.
Braided Band
It is through the Braided Band that the Orani Circuit has goods to sell and money to buy, so most Raziri interact with them at least once a year, if not more. The Braided Band also maintains outposts on Kazkaok, Kusandari, and in Mzizimoto. The one in Mzizimoto is especially important as they help facilitate the Artificing trade, and is perhaps the only permanent, international trading post in Razir.
It is uncommon for a Raziri to join the Braided Band as a merchant. Much more often, crafters join to gain the network of supplies and customers offered by Order. Raziri wishing for adventure or to make some extra money may join in order to participate in expeditions contracted by the Braided Band.
Caretakers of the Heartsgrove
Since Physicker Studies is a relatively uncommon skill among Raziri, being a member of the Caretakers of the Heartsgrove is also fairly uncommon. However, the tribes do have a deep respect for nature, which draws some Raziri to the Order.
Kinship of Pallas Adine
The adventure, challenge, and glory found among the Kinship is extremely alluring to many Raziri. This is compounded by the founder potentially being from Razir (although the Orani and Vonori also claim her as their own). There are chapter houses in Mzizimoto, Kazkaok, and Kusandari, as well as several smaller ones along the Orani Circuit. Pit fighting is more popular for Raziri than becoming a knight, but not by a large margin.
The Pallas Adine stay especially busy on Kusandari during the Dousing where they host numerous tournaments and recruit from among the best athletes.
Wardens of the Endless Road
The Wardens of the Endless Road is the most popular order for Raziri (with the Kinship of Pallas Adine a close second). The Wardens combine the martial prowess and guardianship offered by the Kinship with the chance to travel the world. As Raziri are taught survival, hunting, and fighting skills from early childhood, they typically thrive upon joining the Order. Additionally, the emphasis on protection and wayfinding is something the tribes engage with everyday, so it is an easy step to extend that to a group of travelers.
The Wardens of the Endless Road maintain three permanent, though small, outposts along the Orani Circuit. The first, Apeok [Ah-pee-oak], is in south Razir, close to western mountain range that borders Vonor. The second along the circuit, between Mount Motomoyo and Kazkaok, is Inimoywa [In-knee-moy-wah]. The last, on the north coast, the last safe haven before crossing the northern bay and skirting around the Gograzhi tundra, is called Baridigome [Bar-ee-dee-go-may].
The Good and the Bad
When a Raziri chooses to do something, they do so with their whole hearts. Because if something is not worth your whole heart, then why bother with it? This philosophy permeates much of their society. They strive to attain mastery in the things that matter to them. They love, fight, mourn, and celebrate with equal fervor. Once you have won the loyalty of a Raziri, you can rest easy knowing they would sooner die than betray you. They follow their gut, value practicality, and work hard. Because of that, they can learn to thrive in almost any environment.
Their passion is most certainly a two-edged sword. Other cultures may find them aggressive, blunt, and unconcerned with the important nuances of a problem. Their constant need to challenge themselves and others can be annoying, and their loyalty can transform into overprotectiveness. They sometimes fall into a “pack” mentality, easily influenced by the people they surround themselves with (good or bad) because, to them, being alone is worse.