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Prithvi - Xiracol Culture by SpartaDog

(Before anyone asks, sheffi, mishik, and voikhan haven't been uploaded yet)

Name: Xiracol, Xhirakhol (SHEE-ra-kawl)

Height: 7 – 9 ft at the crest

Weight: 230 – 400 lb

Diet: Omnivorous

Range/Habitat:

All three major clans occupy territories in the northern half of Angja, while small, scattered tribes can be found along the coasts of every continent except Dekha.

The Ramekhal and Naghal clans reside in the northernmost areas of Angja, with the Naghal taking the northwest corner and the Ramekhal the north-northeast coast. Both of these areas are dominated by grassy plains, but the Naghal’s territory stretches further south into the northern edges of the desert.

The Makhtumal clan covers the large expanses of desert in northern Angja and western Brakva. They have some contact with the Naghal on their northwest border, and with the Ramekhal via sea travel or a small trade route near the center of both domains. Though the Makhtumal have the largest range of any of the clans, they also have the smallest population.

There are rumors and legends of a mysterious clan living in the eastern mountains of Brakva, but this has never been confirmed.

Adaptations:

-Sandy gray or brown skin for camouflage. Ramekhhal members are usually light with dark markings. Naghal are medium-toned or dark, with both light and dark markings. Makhtumal are usually very light with faint or minimal markings. The few darker Makhtumal are usually reddish in color. Individuals not belonging to a clan vary greatly in appearance. Common markings include tear stripes, lateral or dorsal stripes, and gloves/socks, but none are universal.

-Thick eyelids, long eyelashes, and nictitating membranes to keep sand out of the eyes. The flaps covering the nasal and lateral vents can close to keep sand out as well. The ears do not have physical protection from sand, but can turn almost 180 degrees and flatten against the mane. They rely on clothing to protect other orifices.

-Long limbs to cover ground more quickly and grab things more easily. Two opposable thumbs make it easier to grip things behind them without bending at an awkward angle. Wide, flat-bottomed feet distribute weight and keep them from sinking into the sand.

-Horns are non-functional and purely for display. They curl slightly as they grow, but they grow slowly. The oldest known xiracol’s horn-tips were level with their cheekbones. Chin growths were used in sparring long ago, but have since become more for display as well. Only career warriors still use them in battle.

Reproduction:

Xiracol are hermaphroditic and viviparous. Their genitalia is very similar to that of their ancestor, the neillun, with no clitoris and a retractable penis.

Civilians are not monogamous. An individual may take any number of partners either one or several at a time. Group sex is not uncommon. Some partners may mate repeatedly over their lifespans, mate once or a few times but remain friendly afterward, or mate once and break off any relationship. Animosity between partners is rare. Some high-ranking individuals, such as the chief, advisor, and religious leaders, are expected to choose one main partner to stay with them for life, but both the official and the mate may take other casual partners. The chief and advisor often choose each other as permanent partners. Elders on the council are expected to settle with one or no partner. Clan leaders generally do not take partners for fear of favoritism.

A parent usually gives birth to only one child at a time, but twins are not unheard of. Infertility is seen as a weakness. Failure to produce children is seen as a family tragedy, while refusal is strongly frowned upon. The method of dealing with either issue varies between villages.

Social Structure/Hierarchy:

The Naghal and Ramekhal clans have very similar social structures. The clan has one head of the family who handles the placement of villages, issues regarding multiple villages, and trade or war between clans. An individual usually has one chief, one main advisor to the chief, and a council of elders. The chief dictates when harvests begin and the schedule of the hunting parties, among other things. The advisor lends their opinions to the chief on larger matters and resolves smaller ones themself.

The council of elders do not have any true power, but the chief and advisor may seek their wisdom when making decisions. There is always a retired hunter, warrior, shepherd, and gatherer on the council at all times, but there may be more members. The council are greatly respected by all clan members.

A clan leader does not have an advisor, but may call the chiefs to his village at any time. The chiefs may allow their advisors to lead the villages while they are gone, or may send their advisors to the clan leader in their stead. Sending an advisor is acceptable, but seen as disrespectful if done too often.

If a chief dies, steps down, or is declared unfit to lead, the village will hold a contest, called a ximkha, to decide who will take their place. The contest may include sparring, hunting competitions, puzzles, and decision-making exercises. Any member may enter (including children), and anyone may make suggest a competitor. The Naghal allow the surviving advisor and council to declare the winner, while the Ramekhal leave it up to popular vote. If an advisor must be replaced, the chief will choose someone they trust, often with help from the council. Council members are not always replaced unless one of the four main positions is left empty. The method of choosing new council members varies between villages, but the chief usually decides based on age, experience, and level of trust. A ximkha is also held if the clan leader must be replaced, but members from all villages go to the late leader’s village to compete against each other. If the winner is from a different village, they and often their immediate family will move to the new village. This allows the new leader to remain close to the amassed resources from previous leaders and prevents other families from having to uproot.

A single tribe of shaman-like xiracol called the Miava live at the northern base of the Angjan mountain range. They are the most respected by all clans, and even outrank the clan leaders. This village has one spiritual leader, but decisions for the village as a whole are purely democratic. The Miava send two individuals to each village in the Naghal, Ramekhal, and clanless territories during important religious holidays and festivals, where they are welcomed like celebrities. Makhtumal bands travel to the Miava instead. Two Miava remain in the clan leader’s village at all times to advise them on religious matters.

Village civilians are given different roles based on their skills after returning from their first successful sheffi hunt. They may become hunters, warriors, gatherers, shepherds, or craftsmen. Hunters bring down prey animals to feed the village, capture live animals to start domestic herds or to take part in religious events, and supply craftsmen with animal parts and other materials they find. Warriors are defend the village from rival clans and villages, as well as wild animal attacks. Gatherer parties collect fruit, seeds, and plants as food, medicine, or materials. Gatherer parties are often accompanied by one or two warriors for protection, and generally double as the village’s medical experts. Shepherds keep livestock for meat, milk, fat, materials, and mounts. Hunters and warriors often rent shepherds’ stables for their dayamatri in exchange for food or goods. Craftsmen create and trade clothing, jewelry, tools, weapons, and tack. Each individual is responsible for their own supplies, regardless of their role.

The Makhtumal have a much different structure. Because they are nomadic, they do not have villages or permanent leaders. Each band will elect a single member as a “leader”, though this individual will only dictate where the band travels. Otherwise, individuals are largely independent and resolve issues on their own. The entire band hunts and gathers together, and food is shared among the group. In larger bands, one or two members may have small herds of livestock.

War is rare. If a confrontation occurs between villages occurs, those involved take the issue to the advisors or chiefs, who then try to reach a peaceful resolution. If this cannot be done, war will break out. This is rare, as village leaders prefer to preserve resources and lives. The same process occurs between clans.

Agriculture & Domestication:

The xiracol do not plant their own crops. Instead, the clan leader often has villages established near large supplies of plants, and the village gatherers do what they can to keep them growing back after a harvest.

They do, however, domesticate several species:

-Nauffa and sheffi are common livestock. They are kept for their meat, milk, and other body parts such as skin and bones. Domesticated nauffa cows and juvenile bulls often have their quills trimmed for the safety of the shepherds. Lead bulls are usually left alone so they can protect their herds at night. Nauffa and sheffi often herd together, and nauffa bulls will protect sheffi herd members as well.

-Raugema are uncommon in captivity due to their size and temperament. A few wild-caught babies raised in captivity can be tamed enough to be used as draught animals. Wild adults are often captured, taunted, and then released on enemies during battles.

-Dayamatri are important domesticated animals. They are the mount of choice for hunters and warriors, and the Makhtumal ride them exclusively and with particular skill. They are fiercely loyal and share a special bond with their rider, and the rider and dayamatri will defend each other to the death. Young, elderly, or handicapped dayamatri are put to work around the village, and those incapable of working will be cared for for the rest of their lives. The death of a dayamatri is a devastating loss for a village, and xiracol will sooner starve themselves than kill one.

-Mishik and other small animals are often kept as companion animals. While not truly domesticated, some members of a family, especially children, will welcome docile wild animals into the household.

Childcare:

In villages, children are most attached to their birth parent, but are raised by the community as a whole. They are completely dependent on their parent for food, water, and protection for the first two to three years of their life. Hunters and warriors often leave their children in the care of others when called upon for duty. Gatherers, shepherds, and craftsmen usually carry younger children with them in slings or backpacks.

Once they are old enough, children are taught to gather plants, herd and slaughter livestock, and prepare meat. When the child reaches fifteen years of age, the village hunting troop will take them to hunt sheffi. The hunt will continue until the child makes the kill on their own. This make take several days. From this point on, the child is considered officially independent. Success is celebrated with elaborate feasts.

Religion:

Xiracol have a relatively small pantheon compared to those of early Earth religions.

-Anvi:[/i] the sun, protection, the hunt and war. Generally regarded as the most important deity. The sun is assumed to be Anvi’s physical body, but their spirit may be depicted as a fiery beast or a white xiracol atop a red dayamatri.

-Miu and Luta:[/i] the twin moons, art and music respectively, and children. They act as almost a checkpoint for the dead, as the destination for the dead is believed to lie somewhere between them. The dead are taken to Miu and Luta, who then point them in the next direction. The moons are their physical bodies, but their spirits may be depicted as either two intertwined serpents or young, white twin xiracol holding hands.

-Rikhan:[/i] an escort and mount for the dead. It can take many forms, but appears to most as a white dayamatri with full wings capable of flight.

-Akhnevan:[/i] the sea, fertility, peace. They do not have a physical body, but is usually depicted as a white voikhan. All voikhan are messengers to Akhnevan.

-Mashal:[/i] white demons who were once Akhnevan’s messengers as well, but were imprisoned by the gods in the center of the planet when they rebelled. One may reach the surface once or twice over several decades, but Anvi burns them alive before they truly escape.

Death:

Xiracol do not fear nor hope for death. It is merely another step in a life cycle, just as killing one’s first sheffi or retiring from one’s role would be. The dead are grieved, but it is mixed with celebration.

During death ceremonies, the dead are carried from the village to a nearby burial ground. They are buried near other members of their roles, in hopes they will meet old friends and make new ones in death. Chiefs and advisors may choose to be buried with other officials or with their others in their original role. Makhtumal usually cremate their dead, since there is little chance of returning to gravesites.

The dead are dressed elaborately and buried with gifts and a necklace with their name on the pendant. Makhtumal prepare their dead the same way for cremations. The name tile is important, because it is believed that one will forget their name upon death. If a xiracol is buried or burned without a name tile, or is not given any death ceremony, they are doomed to wander the world in their new forms with no knowledge of who they are.

Dayamatri who survive their riders are buried next to them upon their death, and riders who survive their Dayamatri will often request to be buried next to them as well. Dayamatri who were not ridden are buried in the center of the burial grounds so that they may be cared for by everyone around them. Other mounts are buried with the hunters and warriors, but not usually with their rider.

Hunters and shepherds say a prayer for an animal before killing it, apologizing for pushing them to death before they were ready and asking the gods to take care of their spirits. Most xiracol will not eat meat that has not received a prayer out of respect for the animal.

Art & Music:

Art from the Naghal and Ramekhal are predominantly illustrations of legends, historical events, or to mark important contemporary events. Illustrations are simple in technique but elaborate in content and size. A single hide or weaving may be divided or treated as single canvas. Especially important or detailed illustrations often span multiple hides. Illustrations kept by civilians are usually weavings and small textiles, while paintings and tapestries are kept by leaders or the craftsmen who create them.

Decorative art usually consists of non-objective designs or simple illustrations of deities or leaders. Craftsmen use the designs in cloth, jewelry, and other products to sell. Others may decorate their own possessions or take them to a craftsman to do for them. Warriors and hunters often keep count of their victories and kills with tapestries, jewelry, or adornments for their saddles, and will have a craftsman add to them after each success.

Body art is popular in almost all villages. Miava are the only ones permitted to create permanent body art. Warriors and hunters of the Naghal and Ramekhal often receive bands on their arms, building on them each year during Miava visits. This marks how long the individual has survived, and can also be used to identify the dead. When a hunter or warrior retires, their sleeves are usually full, and they receive one final tattoo that extends onto the shoulderblades or chest. All Miava receive tattoos throughout their life, often covering most of their body. They are also the only ones allowed to wear blue ink rather than black.

Makhtumal and clanless body art is rarely permanent, applied with homemade paints rather than injected ink. These paints are usually black, white, or blue, but other colors are possible. Makhtumal reapply facial designs daily for identification purposes. Body art for clanless xiracol vary in purpose, frequency, and appearance from village to village.

Music is important to all xiracol, performed during religious ceremonies and celebrations, or simply for recreation. Drums and flutes are by far the most common instruments, though the Naghal and Ramekhal also make pizzicato string instruments from animal sinew. Singing and dancing are also common, especially during celebrations. Though it is not frowned upon, most xiracol will refuse to do either alone.

Prithvi - Xiracol Culture

SpartaDog

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