Races - Tabaxi

The Tabaxi, also called "Catfolk", are lithe feline humanoids found across Tyrind. They are known for an intense curiosity that often brings them trouble. Tabaxi are a reclusive, nomadic people who try to avoid interaction with other races. In general, tabaxi care little for wealth, despite being excellent traders and merchants. They do not care for the items or gold they possess, as much as for the stories and secrets they held.

Thies, explorers, liars, artists, criminals. All of these words are accurate when describing the tabaxi, but none of them truly manage to see the true breadth and depth of tabaxi culture.

Overview
The tabaxi have lived among human lands for many centuries, even before the Sundering. From the frozen tundras of Dharrenal's Frostweald, to the rolling, dusty fields of southern Eleroth; from sipping rice win in a tea shop along the stormy shores of Zhao-Tian, to the markes of Maezar, tabaxi can be seen on nearly every continent, on the fringes of society. Tabaxi are known as excellent thieves and acrobats, as well as fierce warriors when push comes to shove.

They are a nomadic people, most commonly found on the steppes and plains of Dharrenal. They are driven by intense curiosity and are consummate collectors; they collect trinkets, stories, and anything else they can get their hands on. They rarely stay in one place for too long, always driven by the need to see what lays beyond the horizon. The tabaxi are a passionate and spiritual people that live peaceful, communal lives. Every tabaxi is trained in a number of pursuits that allow them to work together with the clan to keep everyone safe and fed.

Tabaxi travel in large family groups called a "clan", which is governed by a council of elders and led by a Mane, which can be male or female. There are no gender roles in their society, with both genders being considered equal. They keep to their own when they aren't camping near human settlements in an attempt to sell their goods.

Physical Traits
Tabaxi have lithe, humanoid forms. All of the catfolk have long tails and catllike ears, though a variety has manifested across the world. This variety can even manifest within a single clan or family, and closely related catfolk can look quite distinct from one another. They are shorter than humans, usually standing between four and a half to five feet tall. Their fur is soft and usually short, and is often either spotted or striped. This is not universal, however; many fur patterns and colors exist, and the tabaxi from colder regions have longer fur. Their eyes are usually green or yellow, though blue is possible. Blue eyed tabaxi are called Moon-Eyed, and are seen as omens of good fortune. Tabaxi's fur and the often hot climates in which they find themselves make it impractical to wear heavy clothing or army. They prefer to dress in brightly-colored shawls, called a budi, fastened with braids along the side. They also wear loose, flowing trousers and oftern wear hooded cloaks, especially when near human settlements. Tabaxi do not wear gloves or boots, for the most part. One, they don't need to, and two they find doing so makes their claws useless.

Many tabaxi like to adorn themselves in piercings and jewelry. Despite being competent swimmers, they are rarely seen at sea, preferring to travel and trade via land route. They hold little love for the ocean and are especially wary of Melora, who they call "the great damp goddess".

Their lithe forms are very muscular; they do not appear particularly strong but their muscles make them just as strong as most humans, maybe even stronger. Their near perfect control of their bodies gives them unmatched balance, and they are fast climbers and swimmers. When running, they are blindingly fast with impressive staminas.

Claws
A tabaxi has claws at the end of each finger and toe. These claws are extremely dense and sharp, able to withstand raking against steel and even stone. Tabaxi claws can cut the unaware into ribbon. The tabaxi's name for their claws are "Wo'pom" and the tabaxi see them as blessings by the wildmother. A tabaxi never consideres themselves unarmed--and anybody who values their throats should do the same.

A tabaxi can use their claws for more than combat; some use them for cooking, for example. Most tabaxi also use their claws to aid in climbing, their strength and resilience allowing them to scale almost sheer stone surfaces with relative ease.

Society
Tabaxi may seem antisocial to non-catfolk, but this is a common misconception. The tabaxi are, in fact, extremely sociable--around their own kind. They have a number of complex social behaviors which can seem unusual or even comical to outsiders. Physical interaction is an important part of communication with other clan members. Often, affection is displayed through rough and tumble play, followed by gentle nuzzling and cuddling. Such physical interaction is considered entirely normal, and even expected, among tabaxi regardless of gender, age, or status. A lack of closeness is considered rude or antisocial.

Childhood & Rites of Passage
Tabaxi are rarely born alone; most tabaxi are at least twins or triplets, though quadruplets are not uncommon. When a tabaxi is born, they are given a secret name, called their Amurrun, which they are never allowed to tell another outside of their clan. This name is a type of blessing from the parents; a wish or hope for who they hope the child will become. After three years, tabaxi are raised communally and all tabaxi of their generation are referred as "brother" or "sister". Aside from their mother or father, adult tabaxi from their clan are referred to as "R'Kha" or "T'Kha" (a word that roughly translates to uncle or aunt, respectively). This being the case, tabaxi truly see their clan as one big extended family.

Once a tabaxi reaches 7 years old, the tabaxi are given a challenge to find a hidden object and if they are successful, they are no longer considered cubs and are referred to as "Kits". Tabaxi will often keep this object for life as a good luck charm. After this challenge, they begin to learn the necessary skills to survive. They begin to observe and practice things like following tracks, using weapons, creating traps, mending clothes, harvesting food. They never outwardly join hunting parties and they only participate in battle if there is no other recourse.

At 13, tabaxi are sent on a journey away from the clan, which they take by themselves. This is typically a spot chosen and marked by the clan's leaders about three days' journey from the clan. The tabaxi is expected to make the journey and, once they arrive, are to select a rock, a piece of wood, or other memento to keep as another memento. Once they have returned home safely, they are considered adults. They trade their Amurrun for a title, usually based around some deed or aspect of the tabaxi that has shown itself throughout their life. Once they have their title, are expected to turn their experience toward helping to feed and protect the clan; they can join hunting parties, participating in trade deals, and the like.

Culture
Tabaxi see themselves as wanderers and explorers, and in some ways as wardens against evil spirits, particularly ones from a place they call "The Great Beyond". Their curiosity has taken them across the world to see and do new things. Traveling tabaxi are sometimes called "Pouncers". They often use travel as a means of resolving personal and even political conflicts: when a feud breaks out, they can part and travel for a few days, returning with a clear head.

Education does not exist among the tabaxi as we know it. They do not learn in a classroom, memorizing dates and names. Instead, they begin a series of apprenticeships at 7 years old, taking on a new apprenticeship every fortnight until they find a position at which they excel. They will remain in this apprenticeship until they reach adulthood. Magic has a fairly simple place in tabaxi culture. To them, there is no difference between arcane and divine magic; all magic is from the gods. It is a part of life; there is no position or place within the clan hierarchy specifically for magic users (such as a shaman or court wizard). Some have the talent and others don't, and whether or not you can use magic doesn't grant you any more power, nor does it earn you distrust. Tabaxi lives are defined by two distinct facets: a nomadic mercantile lifestyle based around their migration routes and a thriving artistic culture. Not art in the definition of painting or traditional sculpture or music. Tabaxi love poetry and dance, and they especially love blending them together. The keepers of clan lore, traditions, and histories are called the Moonsingers. These tabaxi's primary goal is the preservation of their way of life, and they are well respected members of the clan.

Government
Tabaxi do not have a "government", though each clan is goverend by elders. What qualifies as an elder varies from clan to clan, though usually age (over 40 years old) and experience are the two most common factors. There is no difference between men and woman among the tabaxi, and both genders are accepted to lead.

The elders make the decisions that affect the entire clan; when to move, how long, where to stop. They decide who is given what responsibility, how the food is portioned, who joins the hunting parties. The choices made by each clan can mean the continued survival of their clan, or their ruin. To this end, an official decision can only be reached by a 2/3 majority vote, and the Mane must formally approve the vote.

The head of a tabaxi clan is called the Mane.

Religion
Tabaxi are a spiritual people, though they would not call themselves religious. They view traditional religion as an unnecessarily strict way of codifying morality and philosophy. Of course, they do believe in the gods and respect and revere some of them. But it is an intensely personal thing, and never a thing tabaxi use to push or judge others. Tabaxi faith is a deep well, and whatever patron deity a tabaxi chooses to follow, they will be a fiercely loyal and faithful servant to that god or goddess.

The Wildmother, like all Tabaxi, is revered as the creator of their race. She is their benevolent mother and the goddess to whom all tabaxi offer love and gratitude. But in modern days, just as many tabaxi have been in the worship of the Moonweaver. The moon has a powerful effect on tabaxi culture, after all, and the goddess who is said to be connected to the moons is a powerful figure in their spiritual lives.

The Laughing Rogue and The Traveler also both have large followings among the tabaxi people, due to their penchant for unlawful behavior and nomadic lifestyle (respectively).

Crime and Intoxicants
Tabaxi tend to travel constantly and are known for haggling and plying wares wherever they go, even to passers-by on the side of the road. However, they are just as well known for mugging, burglary, pickpocketing, and cheating others out of good money. Of course this is not a universal truth, but the reputation has made them distrusted by most people of Dharrenal.

Most tabaxi traditionally dislike large cities, and as such it is not uncommon to see tent cities comprised mostly of tabaxi outside of any major settlement. These tent cities and shanty towns quickly become havens for crime, and are often targeted by the city guard. Much of the tabaxi reputation as thieves and criminals stems from these temporary shelters.

Of course, not all of that reputation is prejudice. Tabaxi ARE excellent thieves and burglars, and tabaxi can be found among the ranks of most thieves guilds and criminal organizations across Dharrenal. They are also active in the smuggling trade (an operation the whole clan participates in) and they often have entire tents set up in their shanty towns that serve as opium dens.

Love
Tabaxi do not normally practice monogamy. Bonding pairs are not seen as taboo, but it's not really seen as a virtue among their people. Tabaxi can begin having offspring at around 13 years old; the time they come of age, until they are about 40 years old. During this time, a tabaxi will remain in a civil and friendly partnership for at least 3 years after a cub is born.

Cats
Tabaxi have an interesting relationship with house cats, who they call "Alfiq". Like all beastkin, they tend to have an empathetic understanding with their totemic animal, in this case cats. However, Tabaxi see themselves as something akin to cousins to the diminuative alfiq, and thus they regard cats as another race, as opposed to an animal, to a certain extent. Many tabaxi, especially those unfamiliar with civilized customs, assume that a house cat is the real brains of any household, especially given how well and pampered humans tend to treat them.

Tabaxi at War
More than almost any other people, except maybe the halflings, the tabaxi do not actively pursue violence or warfare. They do not wish to be disturbed or to disturb others; tabaxi simply wish to travel and live in peace. But it is a difficult and dangerous world, so few tabaxi (if any) ever get that chance. Tabaxi clans never war with one another unless there is no ther option, and they will not meet another race in battle if they can avoid it; they will negotiate if they can or just straight up peace if they have to. Shedding blood is the last option.

However, when that option is utilized the tabaxi warband is something to behold. They are exceptional hunters and utilize these skills in combat. Speed and stealth combined with their natural instincts mean that tabaxi are particularly skilled with surprise attacks. Tabaxi have been known to disguise their scent with aromatic herbs. Their natural cunning make them formidable tacticians. Tabaxi clans utilize a type of berserker warrior called the Blood-Stalker.

Aside from their powerful claws and fangs, tabaxi favor knives, slings, bows, and spears in combat. They also use bola and even blowguns to great effect. They are quite capable of adapting new technology or salvaged weapons. Due to their knowledge of hunting, intelligence, and sense of smell it is almost impossible to trap a tabaxi.

Language
The tongue of the Tabaxi is called Merar, or sometimes "Catfolk", "Meow", or "Tabby". The language is not just expressed verbally; it involves body language interspersed with growls, purrs, trills, and other vocalizations. In general, a tabaxi can communicate across clans but are often known to complain about the "accents" of other clans.

The most notable part in their communicating are the ears and tail. Tabaxi are able to communicate a complex array of emotion and intent through the position and movement of their ears and tail. So while humans and other mortals can understand the basics, it is almost impossible for them to truly comprehend the intricacies of the language. The only exception, strangly, seem to gnomes; this diminutive feykin race are able to perfectly speak this tongue with very little trouble.

Names
Tabaxi do not usually carry surnames, except for those born and raised in a human settlement. Instead, tabaxi carry titles that indicate either a societal role or some honorific bestowed by an elder. Names are extremely important to a tabaxi. Only one tabaxi may have a given name at a time in any given community, and the deeds done by the individual may result in a name gaining "glory" or "shame".

An adult tabaxi has three parts: the honorific, or prefix; the moon name, or their primary name (a name given by elders to be used with outsiders); and a title, which they received at 13 years old upon becoming an adult.

While not universal, many tabaxi names begin with a prefix, usually consisting of a single, simply syllable that is separated from the rest of the name by an apostrophe. These sounds are extremely difficult for non-tabaxi to differentiate, but each has a specific meaning. For example, the "M" prefix means youthful or an apprentice, while the Ba prefix means "esteemed leader".

It should be noted that tabaxi names are often hard for humans and other races to pronounce. Because of this, tabaxi that interact with other races regularly will sometimes adopt a "mekha" (or a "friend name") that is easier for humans and the like to use. Usually, these names are simple characteristics appealing to the tabaxi. For example, "Goldenhair", "Brighteye", "Slinky", "Gentle River", "Voice Like Drum", or "Bright Sky" are all peerfectly acceptable mekha.

Cuisine
The tabaxi are obligate carnivores. They have traditionally relied on hunting and fishing for food, but in the rare tabaxi settlement, they also rely on livestock. As a largely nomadic culture, Tabaxi have a need to keep as much meat fresh for as long as possible, and to that end they have developed an efficient process for drying and preserving meat that other races have since adopted. This process, involving turning the meat into a sort of smoky, seasoned jerky, which makes it easier to migrate along their traditional routes across the continent--it's also worth noting that this jerky is also an important source of income.

Tabaxi do not enjoy the taste of raw meat, nor do they like unseasoned meat. The ability to cook is one most tabaxi have, and they have come to excel at cooking with very limited resources and supplies; they have a sophisticated method of preparing meals. It is an important bonding process, one in which the whole family becomes involved.

As mentioned, spices are popular in tabaxi cooking, and a wide variety of flavors can be found in the few recipes that have been written down. Fish and beef are the favored meats among their people, though lamb and poultry of any kind is also quite popular. As a whole, tabaxi don't tend to enjoy pork. Soups are extremely popular with the Tabaxi--as you can make a lot of it, and it's very filling--and tabaxi curry is known for being very, very spicy. Outsiders find tabaxi food to be quite salty.

Typically, those who were involved in cooking the meal get first dibs. This is done less out of courtesy than a measure of good faith, showing the rest of the clan that the food is both edible and safe to eat. Having done so, elders are then served, then children, and then everyone else.

Tabaxi enjoy bread and cream, and yogurt is a noted favorite among many tabaxi. They also have a deep affection for chocolate and for berries. Notably, their favorite beverage is one they call Moonsugar--though most simply know it as "coffee".

Other Races
Tabaxi find that they are often distrusted by most other races, particularly humans, but they hold little animosity for that. Many tabaxi find it only good sense to be wary of outsiders, while others simply view it as ignorance but decide not to let it get to them. They find dwarves difficult to understand, with their staunchly conservative and traditional ways.

Elves are friends of the tabaxi, to be sure; both folk are most at home in the wilds among nature and both have a complete disregard for traditional gender roles. However, the elves find the tabaxi to be too aloof and superstitious, while tabaxi find elves to be stuffy and too wrapped up in their philosophies. Halflings and tabaxi often get along, especially over a good meal.

Famously, tabaxi get along with gnomes. The two people just seem to click, and both generally understand each other. They both share a deep curiosity in the world around them, both are often eccentric collectors, and both tend to see the world and the people in it as at least a little comical. Gnomes are also the only other people who can actually speak their language, which is a fun little treat. Tabaxi are very amused by the gnomish tendency to tinker and experiment.

Death
Tabaxi have little fear of death or dying. They live withy the knowledge that everything ends, including their own lives. They believe that once they die, their souls will pass on the Beastlands; a celestial forest they can dwell with the Wildmother for all time, feasting and hunting and dancing beneath the sky.

When a tabaxi dies, the clan will build a pyre and burn the body. During this time, they will all tell stories about the deceased; usually happy stories in which the deceased helped or affected the storyteller's life in some way. When the body is burned, the ashes are scattered into the wind for one final journey.

Tabaxi Settlements
They a naturally nomadic race, which means actual "settlements" are rare. Even when they do set down roots, it's sometimes only for a few months before they pack up to move again. Much of this is due to their natural curiosity and inability to stay put for very long before their wanderlust takes over.

However, there is one tabaxi settlement that exists. It is called Khaj and is found in the southernmost part of the Eastern Plains, nearly a densely forested basin near the ocean. These tabaxi function as river traders, guiding boats up and down the rivers and along the coast. The fertile ground near the river basin makes for abundant crops.

Notable Catfolk Tribes
The term "tribe" here is used to describe not a small family unit or settlement (that's a clan in this case) but a type or breed of tabaxi that are found in various regions across Tyrind. Listed below are the five major tribes that exist in Dharrenal.


 * Caracasta: This tribe, who hail from Slazka, are looked down upon by other tabaxi due to their obsession with the dead and preoccupation with the future, rather than the present. The Caracasta Tribe have lived in the north since the time of the Sundering and have grown a close kinship with the wild elves and the Uldra. They tend to have quite long fur and whiskers.
 * Ceilican: Another large tribe and distant cousins to the Rakata, they migrated into the central plains of Dharrenal centuries ago. They are the nomadic family groups most commonly encountered by travelers in the Ozmit Empire. Unlike other tabaxi, they prefer to dwell in woodland areas, as opposed to plains.
 * Pumonca: The Pumonca are native to the Sunrise Islands and the Lucain Coast. They tend to be even shorter and somewhat stockier than other tribes and rely on weapons more than the other tribes. They are adept at water travel and have very short fur, usually spotted.
 * Rakata: The most populous tribe, the Rakata are large tribe that travels in the Eastern Plains in massive wagon caravans. They are known to ply their wares at every available opportunity, and are mistrusted by most humans in that region. Rakata tabaxi cheating and stealing became so common in Brazeg that tabaxi gangs are actually referred to as "rackets".
 * Swara: Proud catfolk and the tallest of the tabaxi at just over six feet tall. They hail from the west, usually found in Polczeck or the western hills of the Ozmit Empire. They are considered the most "feral" and are even said to eat human and halfling flesh. The Swara have mounts and are known to raid small frontier settlements by riding through and peppering everything and everyone with arrows before riding off, only to repeat the whole process a few hours or up to a day later. They are usually short-furred and striped.

The Moon's Grace
In the Dawn Age, when the Primordials rose up to rage against the gods, the very foundations of creation would shake. The gods gathered their power and led their children to war. The elves were first; wise and fair, and the favored of the Archeart. Next came the dwarves; powerful and stout, as resilient as the stone from which they came, they were the creations of the Allhammer. Humans came, too; adaptable, brave, and ambitious. Each of the gods' children brought with them power and crafts, but they were each of them defeated by the works of the primordials; horrible abominations the likes of which the mind can scarcely comprehend. As hope began to fade, the gods knew they needed help. The Green Shepherd reasoned that the land itself should rise up to fight and he opened the door to the feywild. The trees themselves began to move and shake and speak, led by the Treants into battle. But the Wildmother, youngest of the gods, knew that it would not be enough.

The primordials were as wicked as they were powerful, but the Wildmother had seen they could be beaten. So went about dreaming of a people who would defend the lands without the ego of the elves, without the stubbornness of dwarves, and without the ambition of humankind. She dreamed of a race that cared only for the land and the sky and the waters, and the continued survival of the world. And she saw the beasts of the land and sky, and she came up with an idea.

One by one she whispered words into the ears of beasts, awakening them with a spark of divinity. It was in this way that the beastfolk first came about, awakened by the Wildmother to join the gods and their children in defense of All That Was. But the primordials could see what the Wildmother was planning. They caught fire to the forests where the Wildmother was hiding her creations, and many burned in those infernal flames. The Wildmother wept, the rains putting out the flames and saving those who were left. She hid them, this time on the tops of the mountains. Again, the Primordials saw this and they unleashed earthquakes and lighting storms that caused the mountains to shatter. The Wildmother again saved her creations, but there were even fewer now.

So it was that she began to think of a place she could hide her children, somewhere they could learn and gain the power they needed to fight. It was then than a humble catfolk would approach the Wildmother and suggest they hide within the shadows of the moon. For the moon was dark and it always changed its shape, and perhaps the Wildmother could hide her children there.

The Wildmother was pleased with this idea and struck a deal with the Moonweaver. The goddesses would weave their power together, forming a place for the beastfolk to hide until they were ready to join the fight. The plan was a success, and the primordials were unable to find the beastfolk. After a year and a day, the beastfolk were deemed ready and would rush to join the battle, and it was their coming that helped to turn the tide against those who would bring creation crashing down.

And it was all thanks to the catfolk. For their cunning suggestion, the Wildmother gave to the Tabaxi her gift of luck; forever after, the Wildmother and the Moonweaver would watch over the catfolk and grant them good fortune for they were truly the cleverest of her children.