1.2 All About The Kingdom of Myrr

 

 

Ancient Myrr is the land of the Gorbé, and lies across Lake Quentari from the Elven kingdom. It is a land of great variety, with deserts to the north and west, and a huge primeval forest to the south. Each clan lives in a different part of Myrr, and is noted for its own specialty. For example: The Khiva, or cheetah, clan raise horses, the Lynx clan trades in fine hardwood, and the Jaguar clan of Lake Jauf in the northwestern part of Myrr are boat builders.  The town that is most familiar to those who travel to Myrr by boat is Kashan, which is situated on a peninsula jutting far out into the lake. The Marguay clan lives here, and they are the best fisher folk of the Gorbé.

The Gorbé capital is Shakar, a walled city of about 4000 in the central part of Myrr. It is controlled by the Lion clan, and is rumored to house the only training center for celestial magic in the country.  There is also a place called Shapur, further to the west, which is inhabited only four times a year, at the beginning of each season. This is the site of Trading Week, where Gorbé from all over Myrr gather to barter and participate in athletic contests. It is here that a traveler may find a rich array of Gorbé products on display. Heavily populated, Myrr boasts cities of great magnitude. The Gorbé of Myrr are non-migratory, living in defined cities and towns stretched over a large area, from the Mwoonyrr River to the north to Ignavis and Da’r Khabad to the south. Myrr reaches all the way into the Ouachitamugi Mountains in the west to Lake Quentari to the east.

Slavery is also legal in Myrr, although it is much more like indentured servitude.  A “slave” in Myrr is treated well, like valuable property, and is given every opportunity to gain or fine tune skills.  After a period of five years a slave can buy himself free for the original buying price.

 

 

 

1.2a

Cities in Myrr

City

 Description

Population

Clan

Marker

Shakar

Walled City

4200

Lion/Shir

Gold

Durqai

Walled City

3800

Tiger/Nimeshab

Silver

Nishapur

City

2700

Leopard/Palang

Ruby

Khiva

Town

 2500

Cheetah/Sari

Emerald

Darvaza

Town

2200

Lynx/Neshan

Diamond

Jauf

Town

2000

Jaguar/Barg

Sapphire

Khurma

Town

1700

Puma/Shen

Turquoise

Shiraz

Walled Town

1200

 Ocelot/Kamar

Amber

Kashan

Village

700

Marguay/Darre

Amethyst

City
1500
Black Panther
Opal

Shahpur

*** SPECIAL ***

*** SPECIAL ***

*** SPECIAL ***

*** SPECIAL ***

 

Shakar

Shakar is a city on the central plains of Myrr.  The Lion clan controls the region. (Shir) It is the crossroads of the country and is the center of trade. Shakar holds the only school of Celestial Magic in the country.  There are four different marketplaces in Shakar; the Ghaza Bazaar, where food is sold; the Heivan Bazaar, where animals and slaves are sold; and the Morattab Bazaar, where general goods are sold.  There is also the Khareji Bazaar, which borders the section of the city made up predominately of humans and elves, where goods from foreign countries are available.

 

Durqai

Durqai is a city in the Dasht-i-Lut in northern Myrr that is controlled by the Tiger clan (Nimeshab).  Durqai is the artistic center of Myrr as well as housing several major schools of healing.  Durqai also exports large amounts of silk, spices, and incense.  Upon entering Durqai once finds oneself looking down a long tiled street which ends in a beautiful marble building.  This is the Promenade and the Gallery.  The Promenade is lined with statues of Gorbé heroes and the stalls of the marketplace.  The mosaics, which make up the tiled street, tell stories of the war with the Sand Goblins in the Dasht-i-Lut forty years ago.  The Gallery is where artworks from all over Myrr are predominately displayed.  Behind the Gallery is the Asmara School of Necromancy and Weapon-mastery.  The current Grand Matriarch's grandmother founded the school during the Goblin Wars.  It is still the leading school of the arts of war in Myrr.

 

Nishapur

Nishapur is a city in the Nishapur Jungle in southern Myrr.  The Leopard clan (Palang) controls the region.  Most of the fruit eaten in Myrr comes from the Nishapur Jungle things such as bananas, mangoes, and papayas. The city of Nishapur is built mostly off the ground in the trees of the jungle. The center of Nishapur is called the Jungle’s Heart.  This huge tree is where many of the bridges meet; this is also where the lifts to the on-ground portion of the city are operated.  On the ground there is a small walled area with a small healer’s guild and marketplace.  There is also an inn called the Root of the Tree in this enclosure.

 

Khiva

Khiva is a town on the southeastern plains of Myrr.  The Cheetah clan (Sari) controls the region.  Khiva is where most of the horses of Myrr are bred and trained.  The plains of Khiva also make it possible for the Cheetah clan to raise livestock.

 

Darvaza

Darvaza is a town in the Darvazan Forest in western Myrr.  The Lynx clan (Neshan) controls the region.  The Darvazan Forest is the largest hardwood forest in Myrr.  It is from here that most of the wood used for furniture or building comes from. 


Jauf

Jauf is an island in northwestern Myrr on Lake Jauf.  The Jaguar clan (Barg) controls the region.  The people of Jauf export fish to the rest of Myrr as well as being excellent shipbuilders.  There are several large orchards on Jauf where apples and pears are grown.

 

Khurma

Khurma is a town in the Khurman mountains in southeastern Myrr, and is controlled by the Puma clan (Shen). Khurma is also a trade point with kingdoms to the east, due to its location on Lake Quentari.  Large sections of Khurma are built right into the Khurman Mountains.

 

Shiraz

Shiraz is a town in the Dasht-i-Kavir in northern Myrr.  The Ocelot clan (Kamar) controls the region.  Shiraz is where the camels of Myrr are bred and trained. In a way, Shiraz is sister city to Durqai; they are the only desert cities of Myrr, and while Durqai has the Promenade, Shiraz has the Walk.  The Walk is vaguely modeled after the Promenade; the mosaics are parodies of various Gorbé myths while the statues are of an erotic nature rather than representing the heroes of Myrr.

 

Kashan

Kashan is a village on Lake Quentari in northern Myrr.  The Marquay clan (Darre) controls the region. Kashan, like Khurma, is involved with trade to the east, due to its location on Lake Quentari.  The last ruling family, the Raji, were greatly loved and respected, and the ruins of their home are treated with great reverence.

 

Shahpur

Shahpur is not a city, but a group of campgrounds. No specific clan controls it. At the start of each season, Gorbé from all over Myrr come here for a weeklong festival celebrating the change of seasons.  Merchants set up tents with wares from all over Myrr.  There are also athletic competitions, dances, dramatic presentations, and grand feasts.  During festival week most of the cities of Myrr appear to be fairly empty.  Most clans have traditional places where their tents are raised every festival.  During Festival Week the Grand Matriarchs from the various cities meet to discuss any problems that may have arisen.  This is also when many bargains are made between families from different cities.  Matings are also a popular thing to arrange at the Festival.

 

Yekshah

Yekshah is located in the southwest corner of the Nishapur Forest along the Birtzan River which flows from the lake of the same name high in the mountains of Ouachitamugi. The city is built aloft among some of the oldest trees in all of Myrr. The Patií clan trades in rare herbs and plants that can be found deep in the Nishapur forest. At night the City awakens and the trees are lit with thousands of lights. Many a visitor to the city of Yekshah is awed at the nighttime display.

 

1.2b Government/Law

 

Titles

Male Gorbé can receive tokens of esteem and respect, but no Gorbé titles can be conveyed to them in any way; it is simply not done. Gorbé have a particular affinity for titles of Gorbé origin, and will be more likely to seek out such titles than others.

For Female Titles of Respect, see the Gorbé Section in the beginning of this packet…

 

Grand Matriarchs and Influential Families

Shir of Shakar:

Grand Matriarch: Shirvan Utahl is a very old and dignified female.  She strongly supports the practice of Celestial Magic only being used by the Lion clan.

Influential Families:

·          Ramishk: The Ramishk family founded the Shakar School of Celestial Studies.  They have continued to teach in the school into the present.

  • Bandar: The Bandar family is the hereditary protecting family of the city.  They provide the town guard while the Sandaj functions as the city magistrate. (Contact Jade Whitney at tristmere@earthlink.net to play a member of the Bandar family.)
  • Tabriz : The Tabriz family manufactures paper; they are also the keepers of The Archives, which contain research materials, which do not pertain to Celestial Magicks.

Nimeshab of Durqai:

Grand Matriarch:  Shusthar Asmara is a middle-aged female and a great artist.  She is also a great warrior, a fact reflected in her scarred face.  Despite her frightening appearance, she is very kind.

Influential families:

  • Birjand: The Birjand family founded and continues to run one of the larger schools of earth magic in Durqai.
  • Anar: The Anar family produces fine silks.  There are also many famous sculptors in the family.  Largely Anar sculptors produced the Marble Gardens in Shakar.
  • Mirabad: “The Storm of Myrr” one of three white tiger families in Myrr, they led the war against the goblins in Dasht-i-Lut.  The Mirabad family manufactures incense, which is widely used in Myrr.  (Contact Jade Whitney at tristmere@earthlink.net to play a member of the Mirabad family.)

Palang of Nishapur:

Grand Matriarch: Jahrum Tabr, Called “Madar” or “mother” by all of Nishapur, this middle-aged female has given birth to ten litters.  She became Grand Matriarch in her sixteenth year.  In that year she had the town moved from the ground up into the trees to avoid orc raids.

 

Influential Families:

  • Haddar: The Haddar family has held a monopoly on bananas for the past decade.  Bananas are a major export from the jungle.
  • Doshtar: The Doshtar family are rope makers.  Rope is very important in Nishapur for the building of walkways between the trees.
  • Sarbaz: The Sarbaz are a family of hunters and warriors.  They have always been at the forefront of Nishapur’s defenses.

Sari of Khiva:

Grand Matriarch: Najran Suud, a very young female who has only been matriarch for a year.  When her predecessor died, Najran was barely an adult.  Since her accession, she has begun a policy of growing grain on Khiva lands; this policy has met resistance from many Gorbé.

Influential Families:

  • Bakhtiari: The Bakhtiari are breeders of horses.  Their animals are used mostly for riding; they do not breed many horses for food.
  • Shahrud: A legendary warrior family whose name means “thunder,” a name given to them because they could be heard over the plains from a great distance, the Shahrud are a family of cattle and sheep breeders.
  • Astera: The Astera family was virtually unknown two years ago.  When Najran Suud installed the policy of grain growing, the Astera family became one of the first families to take advantage of the situation.  They began planting grain and have become a great favorite of the young Grand Matriarch.

Neshan of Darvaza:

Grand Matriarch: Anah Karbala, a female in her late twenties. Anah has been Grand Matriarch for the past decade.  In the past five years she has begun a project to expand the size of the Darvazan Forest.  She wishes to avoid a time when the forest could be entirely cut down.

Influential Families:

  • Rashid: The Rashid are dealers of lumber.  They export hardwood to cities all throughout Myrr, especially to the island of Jauf.
  • Tamrah: The Tamrah family builds furniture from the hardwoods of the forest.  Some of their furniture is sold directly from Darvaza, but most is sold in Durqai, where artists decorate it for sale.
  • Sari: This family is made up mostly of hunters, but they have also been great supporters of the forest expansion plan.

Barg of Jauf:

Grand Matriarch: Samar Baqura, an elderly female who has been in poor health, Samar is expected to be dead by the end of the year.  Her daughter Zabul will take her place.  The Baqura are a fishing family.

Influential Families:

  • Sa’in: The Sa’in family are shipbuilders.  They specialize in the larger ships used on Lake Quentari, not the smaller boats used to sail Lake Jauf.
  • Ormara: The Ormara family grows pears.  Gorbé do not eat them; instead they are either fed to animals or exported to Wolvaera and Quentari.

Shen of Khurma:

Grand Matriarch: Dianna Saji, a middle-aged Sandaj who is unusual due to the fact that she is human.  She had married the previous Sandaj’s son, and when the Sandaj died, Dianna was next in line.  She met resistance at first, until her understanding of humans was shown to be of great asset in trade agreements.

 

Influential Families:

  • Yabrin: The Yabrin family are metal workers.  They do not work decorative metal; they make weapons and armor.
  • Mazanderan: This family is involved in both mining and fishing.  They have been gradually edging their way out of fishing; there is more profit in mining.
  • Arija: Those of the Arija family are known as some of the best jewelers in the land.  They prefer to use the metals and gems mined from the Khurman Mountains, but they are also known to make trading expeditions to countries such as Draelonde and Evandarr. (Contact Nicole Denae Stolpa at kajivar@earthlink.net to play a member of the Arija family.)

Kamar of Shiraz:

Grand Matriarch: Na’in Minab, a middle-aged female who has sometimes been accused of using poisons to get what she wants.  This may be true, but the tradition of standing by your Grand Matriarch is too strong to allow anything but occasional grumbling.

 

Influential Families:

  • Saravan: The Saravan family breeds camels, but it is no secret in Myrr that many members of this family hire out their services as assassins.
  • Qain: This family has run the alchemy guild for many years.  For a price they will teach the recipes of some of the simpler poisons, but they jealously guard the recipes for the more complex elixirs.  

Darre of Kashan:

Grand Matriarch: Ardistan Mahabad, an elderly female is the first Grand Matriarch from this family.  The Raji died in a fire that destroyed their home three years ago. They were the last ruling family of the Darre.

 

Influential Families:

  • Nafud: The Nafud family are merchants; they bring quite a bit of money into Myrr.  Not only do they bring goods from Myrr into Quentari; they also bring merchants from Quentari and beyond.
  • Dahna: The Dahna are fishermen as well as owning two of Kashan’s three inns the Fishing Net and Merchant’s Roost.
Patií of Yekshah:

Grand Matriarch: Umbra Wauki, is a mature female whose stern leadership has lead the clan into prosperity during the past 20 years. Her family has ruled the Clan since its recognition after the goblin wars. She is well liked by all and her birthday each year is treated as a holiday.

Influential Families:

  • Septah: The Septah family, are well known for their rare herb business. They set the market value of all the herbs exported from Yekshah. As the wealthiest family of the clan they have done much to improve the clans way of living
  • Brithia: The Brithia family, run the school for fighters and rogues. They have trained some of the finest assassins in service of Myrr. There is a great rivalry between them and the Saravan family of the Kamar clan.
  • Tethyr: The Tethyr family, hold a special place in the hearts of the Patií clan. Each year they send family members out to retrieve the kehyhek that have no place in their birth clan.

 


1.2c Culture

 

Honor

The principles of the Gorbé are well illustrated by a code, found in several ancient texts at The Cradle and in Myrr. The Code is also found inscribed on the walls of the dwellings of warrior families and is learned by rote by the Sari Clan, who credit themselves with its creation.

The Code

Live one’s life so that it is worthy of respect and honor.

Avoid speaking untruths amongst your kind.

A Gorbé’s word is binding, forever.

Respect is given where respect is due.

Exhibit courage in word and deed.

Always maintain your personal principles.

Respect life and freedom.

The Honor Duel

Problems that arise between fellow Gorbé are generally solved by the Honor Duel, which is used to solve disputes of legal or personal matters. Honor Duels are also often used as quick paths to glory by impatient young Gorbé, who challenge every male they encounter. If the upstart Gorbé survives the constant dueling, it is possible he will gain recognition from the Council of Matrons, but, more likely, he will be shunned as a troublemaker.

Honor Duels between female Gorbé are more rare, and are generally used to settle territorial disputes and determine Clan lines of nobility.

 

Bloodlust

All Gorbé have an instinctual lust for bloodshed that must be held in check in civilized society. By adulthood, it is second nature in most situations to curb their natural instincts, and only when under extreme pressure can it be rushed to the surface. In the midst of a hopeless battle, or if Gorbé have been dropped with no healing in sight, all of the internal restrictions and balances may be thrown aside. Warriors under the influence of bloodlust wade into battle without thought of safety or caution, desiring only to cause bloodshed and death. This rage can blind Gorbé to the bonds of friendship and can cause them to attack their allies accidentally. Scholars need not fear being swept away by the madness of bloodlust, as their magical bonds to the Earth allow them to lessen their instinctual craving for blood.  

(Rage allows no bonuses or advantages of any kind, except for the fact that someone role-playing rage can scare the bejeezus out of a poor, unsuspecting NPC. It is specifically designed for PCs to go out in a blaze of glory if they are in a virtually un-winable combat.)  

 

Blood hunt (Gorbé Mach)

All male Gorbé go through the blood hunt ceremony at some point before their 16th summer. It is preceded by a full day’s journey into the wilderness by a small group of hunters and the young Gorbé. The next morning marks the start of the ceremony, and the hunt. The young Gorbé must make a kill with little or no assistance from the attending hunters. Of course, if a creature far beyond the fighting capabilities of the young Gorbé is encountered, the ceremony is halted long enough to dispatch the beast. Wild boar or fully-grown bucks are the preferred prey, but goblinoids have been used, if encountered. After making his first unassisted kill, the young hunter tears out the creature’s heart and takes the first bite. This is the first and most important step in a Gorbé’s elevation into adulthood, and designates them as hunters and warriors. The heart is shared amongst the Gorbé that witnessed the hunt, and the Clan consumes the remains of the creature. Female Gorbé may go on a Blood hunt before their 16th summer, but it is not required of them for elevation into adulthood.

Death

Gorbé eat their dead; to not do so would be a waste of perfectly good meat.  When a Gorbé permanently dies, a “funeral feast” is held, during which the family and friends consume the body.

Funeral Feast

It would be a great dishonor to the dead Gorbé and his or her family not to consume of the body. One of the greatest insults is to refuse to attend a funeral feast, and many household conflicts have begun due to this form of slight. When a Gorbé permanently dies, his or her friends and family are invited to the feast. Race is unimportant in this invitation. Reminiscing about the deceased is common, and the bones of the Gorbé are cleaned and kept in a place of honor, or distributed amongst his or her mate and family.

 

Re-Creation and Mating

Gorbé females come into “heat” once or twice a year; this is the only time of year that they can conceive.  Litters usually have two to six children that are physically mature in two years.  They are not considered adults until their sixteenth birthday.

Gorbé do not marry; they mate for life and even this usually only occurs between two Gorbé who are truly committed to one another or for political reasons. Gorbé are not often monogamous; life mating is the closest thing to Gorbé marriage. .  When a female comes into heat is it the responsibility of her family to see that she mates appropriately, if at all. All Gorbé are considered Family.

Mating is an extremely informal affair amongst the Gorbé, dissolvable by the female at a word.

Formal marriages occur only to cement relations between households, or when a Gorbé finds his/her life-mate. Life mating lasts exactly as long as its name implies; even if one of the couple permanently dies, the other may never mate again.

Mating on a less formal level is very common, the Gorbé being a sensual and passionate race. Almost all Gorbé relationships are open, and are designed to be convenient. Only upon the conception of cubs do any responsibilities fall on the couple, and it is the mating for cubs that is taken very seriously by the Gorbé.

The Gorbé of Myrr use ‘markers’, decorative beads made of precious metals and gems woven into their hair and clothes to designate their Clan. The only question in my mind is this...How do the color-blind Gorbé tell the difference between gems of a similar shade?

 

Life-Mating Ceremonies

Shir

The ceremony involves the female hunting and killing food, bringing it to the male, who consumes it and shares the remainder with his new mate. Vestments: Mating vestments are made of gold, a marker bead worn by Shir to represent beauty and majesty, nobility of character and simplicity of thought.

Nimeshab

The ceremony involves the male producing a dowry, which includes food as well as goods. A following symbolic submerging of the couple in water represents trust and solidarity. Vestments: Mating vestments are made of silver, a marker bead worn by Nimeshab to represent clarity, purity, creativity and unity

Palang

Life-Mating ceremonies are rare. The ceremony involves the use of all stored supplies and the sharing of saved wines, meats and spices. During the Ceremony, the Palang will often go to the Jungle’s Heart en mass. It is also rare that non-gorbé are present. Vestments: Mating vestments are made of ruby, a marker bead worn by Palang to represent passion, flavor and the flame which burns on as bright and out as quickly as their energy when running.

Sari

The ceremony involves an exchange of livestock, followed by a period of solitude known as a Cruitash, where the newly mated go to the plain on horseback to mate in private. The Cruitash can last from between a week to 30 days. Vestments: Mating vestments are made of emerald, a marker bead worn by Sari to represent fertility, peace, connection to the plains and civility.

Neshan

Life-mating rarely takes place with the Neshan, as they can rarely find a mate they consider suitable. They will often conceive out of instinct or heat, but will rarely give the male the opportunity to play a part in the actual raising of the offspring. The ceremony involves a return to the female’s place of birth, and the sharing for the first time of a meal that contains elements from both the male and female’s homelands. Vestments: Mating vestments are made of diamond, a marker bead worn by Neshan to represent scarcity (as that of their lovely forests), worth, beauty and power.

Barg

The ceremony involves a male catching food and piercing its skull with his teeth to show how strong he is. The female will then consume the meal. A basket of fruit is given to the newly mated and they retire to the treetops. Vestments: Mating vestments are made of sapphire, a marker bead worn by Barg to the height of their trees, the beauty and depths of their water, and the peace they feel during their times of solitude.

Shen

The ceremony involves a voyage by ship to a new land. Once a new place has been found, a couple will build a home, and breed. When the children are produced, the male will go away in solitude until the children have been abandoned. He will leave signals for his mate as to the paths he took and the towns he visited, so that she may come and find him when the children have been raised. Vestments: Mating vestments are made of turquoise, a marker bead worn by Shen to represent openness, natural beauty, profit and social solitude.

Kamar

The ceremony involves song and dance, and a hunt at night, followed by a retiring to home. Mating always takes place during the night. Vestments: Mating vestments are made of amber, a marker bead worn by Kamar to represent alchemy, one of their favorite disciplines, as well as the earth, their home with which they have great ties.

Darre

The ceremony involves a meeting in the trees. The two to be mated exchange stories and have food. Then, they retire to the treetops where they cannot be disturbed. The ceremony never takes place during the day. Vestments: Mating vestments are made of amethyst, a marker bead worn by Darre to represent privacy, knowledge, intelligence and meditation.

Patií

Life mating among the Patií is a celebration for the whole clan. A great feast is prepared by both families and held in the Great Hall of the current Matriarch. There the male and female play wrestle until the male submits showing his respect for his mate. Then they don their mating vestments and exchange vows before the reigning Matriarch. A great feast follows where all are invited to eat and participate in games of skill and cunning. Prizes are awarded for the winners from the coffers of the two wedding families. The ceremony begins at dusk and lasts until dawn when the life mates retire to a private place to enjoy each other. Vestments: Garments are worn only after the exchanging of vows is complete and then they are whatever the mates choose. During the exchanging of vows the male and female wear circlets of silver with a single opal to represent resolve, unity, and purpose.

 

Transform

On the subject of transforms, here’s a note on the difference between Gorbé and Garbe. A Garbe is anyone who, willingly or otherwise has been transformed into a Gorbé. The Gorbé dislike this, ranging from mild prejudice to outright hatred, and will do what they feel is necessary to rectify the situation. If they have the resources, most fanatical Gorbé will try to find a way to transform the Garbe back to his original race. If the Garbe refuses, most fanatical Gorbé will simply shun the person, disliking them at a distance and telling all new Gorbé what the Garbe is and what they used to be. Some children raised by House Sanctuary strive to become Gorbé, living their lives following the Code, showing examples of bravery and courage, and following the ceremonies of the Gorbé. No Gorbé, House Sanctuary member or otherwise, will EVER transform anyone into a Gorbé, it is simply not done. Naming ceremonies for House Sanctuary members are common, however, and Garbe have been given names by the matrons in these instances. It is unlikely that Gorbé will ever accept a Garbe as an equal, but the Gorbé are a free-willed and unpredictable race, and stranger things have happened.

 

Festival

During the fall and winter months, many young Gorbé gather at The Palang’s Lakeside Stronghold for a celebration of life. This festival lasts nearly two months, and is a time of revelry and recognition. Males who have performed well above the norm can be recognized in some manor, be it tokens or other physical acknowledgements of their courage and deeds. Festival is also the time of year when many families seek out suitable mates for their females, so rough contests of skill and daring are the rule rather than the exception. In some years, entire Clans have attended and once in every ten years a Grand Festival is held where all Clans attend.

 

Ceremonies and Customs

Several ceremonies and other customs exist to advance Gorbé within their own race. Females are the only Gorbé who can inherit and/or hold a title.

 

Peppermint

The Gorbé covet peppermint, that breath-freshening, seemingly innocent and innocuous little plant. The reasons for this are apparent, once one realizes that peppermint is in the same plant family as catnip. Peppermint to a Gorbé is an intoxicant, an inhibition remover, and/or an aphrodisiac. (It is entirely up to the player to decide how his/her character will act when he/she encounters peppermint, but for the most part, it should be role-played as one or more of the suggested reactions) There are situations where the scent of peppermint can drive the Gorbé into an entirely less desirable frenzy. An example: Deep in the catacombs under the fortress of Loradicus Deathwalker, a group of adventurers are forced to enter a river of blood. The Gorbé in the party, already on edge due to a particularly nasty combat, become almost frenzied with the overpowering coppery stench of blood filling their heads. A non-Gorbé party member notices the Gorbé and decides to calm them down. Having paid attention to most Gorbés’ reaction to peppermint, he pops a few in his mouth after the party reaches the other side of the gore-choked chamber. The Gorbé begin sniffing wildly, looking at one another in confusion. The warrior turns and blows his peppermint-laden breath into the face of the closest female Gorbé, who reels backward with her eyes twisted shut. Eyes full of fury and madness snap open, causing the ‘peppermint warrior’ to try and protect himself from the raging Gorbé. What started as an attempt to cheer the Gorbé up changed rapidly into a lethal mistake. The Gorbé are generally an instinctual and reactionary race, and as such can react very badly to peppermint in the wrong situations. But as a whole, peppermint can bring about very entertaining reactions, from a drunken stupor to a howling cat in heat.

 

Mint Ceremony

A quiet dinner begins this ceremony of consenting adult Gorbé. The dinner varies, but can include a fresh deer or rabbit, berries or other fruits, and a nut dish. After the meal, the host and their guest(s) share a few moments grooming one another and relaxing. At this point the peppermint should be served, either in candy or tea form. The guest(s) is/are the first to partake, with the host watching over the first rush of emotion and making sure there are no negative reactions to the mint. Then, once the first wave has subsided, the guest(s) serve the host some of the mint as well, and the ceremony is spent… well… enjoyably.

 

Naming Ceremony

A newborn Gorbé is given a blessing at birth. All Gorbé are empowered to perform this ceremony, but the duty falls on the eldest female Earth scholar available. The ceremony is symbolic of the tie that exists between the Gorbé and the very land that they live upon. Before all present, the scholar sprinkles a small amount if earth onto the cub’s forehead and lays them upon the ground, saying, “As your ancestors have walked with honor and the Earth, so shall you.”

The meaning is the same no matter what words are used, and several variants exist. The scholar raising the child from the ground and pronouncing its name concludes the ceremony. Those present generally will reply to the naming with the statement, “Walk with honor and the Earth.”