Muskshir

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Muskshir is a loose federation of several tribes that inhabit the stretch of jungle between the Great Chasm and the eastern sea. It has humid springs, monsoon summers that can reliably be predicted, dry falls, and mild, rainy winters.

Some of the tribes in Muskshir are nomadic, moving from region to region with the change of the seasons. Most tribes are more or less stationary. Regardless of their approach, most buildings of any tribe are easy to deconstruct and reassemble elsewhere, which helps the Muskshiri avoid the worst of monsoon flooding. Some tribes build their permanent buildings in the tree canopies.

Academic.

Largely uninterested in the pursuits of other nations, Muskshir does not have schools in the sense of buildings with books and tests. Instead, they have a rigorous apprenticeship system, with youth training under hunters, bakers, weavers, and the like to become experts in their crafts from a young age.

Aristocratic and Political.

Although each tribe is self-governing, the Muskshiri share a culture and have historically all united into one when they feel their land is under threat. In such times, the leaders of each tribe will negotiate with one another and cast votes on the actions that their nation will pursue.

Tribal leaders are generally hereditary, with the eldest child of the leader becoming the new tribal leader when their parent passes on. Some tribes prefer a democratic election or a contest of strength, such as a wrestling tournament, to determine their next leader.

Mercantile and Trade.

Muskshir usually just trades goods and services between Muskshiri tribes rather than with other nations. They produce a wide variety of plant-based goods, including valuable tinctures and salves, so alchemists and physicians pay top coin for Muskshiri herbs when a tribe does decide to trade with foreign merchants.

Militant.

Most Mukshiri folk spend their entire lives in the jungle. As such, Muskshiri warriors are extremely competent in jungle warfare but are not very strong outside of familiar territory.

Religious.

The tribes of Muskshir generally share the same outlook on religion, venerating the Archfae above any other gods. The particular Archfae will vary tribe by tribe, but the Letspina and Vertumna conclaves tend to be the most worshiped. The exception is Amazonia from the Pashak conclave, who is generally accepted as the patron goddess of all Muskshir.

Social.

Muskshiri are usually welcoming of other tribes but suspicious of folk from other nations. At times, tribes will go to war with one another, but these conflicts are quickly resolved through negotiations between the tribal leaders and often are low-lethality.

Underworld.

Some Muskshiri tribal leaders are gradually working to undermine their entire nation. These corrupt leaders have been bought off by Vel, which supplies the leaders with wealth and occasionally with magical items. In exchange for these gifts, the leaders try to steer Muskshir in directions that will favor Vel.

Points of Interest

World-Tree. An enormous world-tree grows out of the center of the Muskshir Rainforest. Believed to be an incarnation of Amazonia herself, the Muskshiri revere this tree as sacred. When two or more tribal leaders seek to peacefully resolve a dispute, they do so under the World- Tree’s shade. The leaders hold their councils under the World-Tree as well, believing that Amazonia’s wisdom will guide their negotiations.

If someone were to dig into the earth and follow the impossibly deep roots of this mighty tree, they would discover that it is truthfully an offshoot of the even larger world-tree in Doshairiel, thousands of miles away.

High in this world-tree’s branches, climbers might find a portal to the Everwilds.

Quest Ideas

• Guide a merchant caravan through Muskshir safely, negotiating with the locals as you do.

• Research the world-tree and see if it is in fact holy in some way.

• Help repair a town that was devastated from an unexpected flood.

• Destroy a portal that a fiend from Sanguineth opened up.