The Tribes of Sszath
A vast, steaming jungle ruled by fang, scale, and ancient memory, the lands of Sszath are not lawless—they are ruled by laws older than words and enforced without mercy.
Overview
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Capital: None
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Government: Tribal Dominion
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Ruler: None (Tribal Hierarchies)
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Primary Culture: Sszathi (Lizardfolk)
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Religion: Primordial Totem Worship
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Allies: None
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Rivals: Eastern Nokan, all outsiders
Geography
The lands of Sszath stretch across a massive southern jungle, largely unmapped and actively hostile to intrusion.
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Terrain: Dense rainforest, flooded lowlands, vine-choked ruins
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Climate: Oppressively hot, humid, frequent monsoons
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Seas: Southern Sea (mangrove-choked coastlines)
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Borders:
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North & East: Eastern Nokan footholds
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South & West: Endless jungle
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Notable Regions & Landmarks
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The Verdant Maw – Impenetrable jungle interior
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Bloodwater Delta – Red-stained rivers near the coast
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The Sunken Ziggurats – Pre-human stone ruins swallowed by jungle
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The Whispering Canopy – Jungle where sound carries unnaturally
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The Black Pools – Alchemical and necromantic swamps
Maps of Sszath are considered optimistic guesses.
History
Little is known of Sszath history—because outsiders do not return.
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The Sszathi claim to have ruled the jungle since before Solis
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Their ruins predate human kingdoms
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Oral traditions speak of “the Warm Age” and “the Long Watching”
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They survived Solis’ Cataclysm untouched
Scholars suspect Sszath was never conquered because it was never meant to be.
The Tribes
The Sszathi are not a single people, but many tribes bound by shared ancestry and ritual violence.
Common tribal types include:
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Marsh Broods – Amphibious hunters and poisoners
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Canopy Stalkers – Arboreal ambushers and scouts
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Sun-Scale Clans – Zealous warrior cults
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Deep Fang Circles – Shamanic tribes guarding ancient sites
Tribal warfare is constant—but intrusion unites them instantly.
Law & Custom
There is no written law, but Sszathi justice is absolute.
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Territory is sacred
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Trespass is punishable by death
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Capture is rare—and deliberate
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Mercy is a foreign concept
Ritual combat, sacrifice, and consumption are all culturally sanctioned.
Religion & Belief
Sszathi belief centers on primordial spirits and ancient jungle gods.
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Totems of fang, sun, blood, and rot
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Shamans commune through sacrifice and vision
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Some spirits are believed to sleep beneath ruins
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Outsiders are often considered offerings
The jungle itself is worshipped as a living god.
Magic in Sszath
Magic is instinctive, visceral, and terrifying.
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Blood magic and poison rites common
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Ancient wards protect sacred sites
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Solisan and pre-Solisan relics exist—but are taboo
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Shamans can command beasts and weather locally
Arcane magic from outsiders is seen as theft.
Notes for Players
Sszath is not a dungeon—it is a predator.
Stealth matters more than strength.
Every fire attracts attention.
If the jungle goes quiet, it has already decided what you are.