Flurg

LOCATION

CLIMATES
LANGUAGES
  • NORTH-SKOGISH
  • EAST-SKOGISH
  • UPPER-SKOGISH
  • SOUTH-SKOGISH
  • WEST-SKOGISH
  • CENTRAL-SKOGISH
Human Races N-Erectus

 

Cultures
  • HIGHLANDER
  • JUNGLE
  • SWAMP
  • WALDER
Heroes

 

Hordes

 

Egral Rulers

 

Noble Families & Organisations

 

Other Nobility

 

Guilds

 

Public Organisations

 

Shadowy Organisations

 

Thieving Organisations

 

Human Characters

 

Drakk Alfar Characters

 

Coinage of note:

 

Capital:

 

Cities of note:

 

Towns of note:

 

Inns of note:

 

Taverns of note:

 

Rest Spots of note:

 

Bridges of note:

 

Ruins of note:

 

Shrines of note:

 

Raw Materails of note:

Legend

Sun baking sand… roasting skin… bleaking colours of life… even carpets of thought.”

Skjald Kazumix

 

History

First Age

When our world were formed, these parts were much larger and inhabited by numerous races. One of those was the Padurian, a human. tribe that had spent much time with the Drakk Alfar in the Dark Ages, thus they had gained deep insight into void weaving, hand weaving, and astravel.

One of the Padurians earliest Raji, Zair Sah Barakzi, noticed a pattern in the flow of Mana energies. Intense studies of this pattern led to him befriending a Wickeryadi, and together they figured out a way to weave patterns from untainted combat herbs, which could attract or reject the free floating energies using mentalism.

Thus, with the aid of Enhanced herb fibres, he managed to weave a carpet that could float on the ‘winds’, steered by thoughts of the one occupying it. To improve the carpets, they gathered a small group of the most skilled weavers, animists, herbalists, and alchemists and tried to keep their work a secret for as long as possible.

Under Zair’s leadership, the Padurians became a major factor in Flurg, and their tribe spread across the lands of what is now Flurg Fril.

When Vornir and Boriac eventually found out, the carpets were of such stunning beauty and exquisite quality that those divines merely complimented both objects and creators. It is said that Zair gave the very first carpet as a gift to the Boriac, who, in return, was given immortality, and that he still sits in a secluded cave and weaves carpets.

Skjald El Mary

 

More races than Padurians occupied these lands. Some helped build the Padurian legacy; with others, they had everlasting peace; some stood in their shadows; and with a few, they warred for several millennia.

In northern lands, in what would become Flurg and Keshon, they traded with a fast-growing population of Findograa that slowly spread into their areas and whose cattle herds were hard on the crops of Padurian farmers. Thus, skirmishes that would build into wars began between these two races.

They also interacted heavily with several tribes of Moss'Ari, Fautyr, and Kobold. Exchanging both goods, knowledge, and cultural traits. Ensuring continued friendly attitudes amongst them all and creating bonds that later became key in Zair’s hiding.

In the eastern lands, Padurians began to fill up habital space and thus pressed into lands of Tatongōl and Borji, and into sacred sites of Archaic. These societies would later define borders as Udring and Sloviit. Slowly all multiplied, their need for cleared fields and packed Falbur and Vutheua, were drawn due to interactions with Ogryl, Moss'Ari, Kobold, and Fautyr. Their peculiar societies became borderlands of Flurg and gateways to different races and cultures.

In Flaum, interactions took place with Ljost Alfar. and Drakk Alfar, but it was merely knowledge exchange and Resource trade, and not daily mingling. The Padurians also kept ties to the Wickeryadi clan, which had aided them since the dawn of our world and now resided in Flaum.

Skjald Sigurd

 

All races slowly evolved, and as time passed, borders, norms, and habits grew strong. Conflicts and interactions lessened as each generally tended their own. When suddenly the world became a chaotic mess, darkening the light of the Thursar Twins, the Sun and Moon were called. Few knew what was going on, and some of the rare individuals that attempted Astravel, or using Magic Paths, dissolved into moanings in the wind.

Skjald Vinotis

 

Second Age

The shaking of the ground, darkening of the sky, and world tilting due to the 1st Cataclysm affected lands, races, and the energetic patterns of Astravel and carpet flight. And then came the Vampire. Some say they seeked out Zair, and as they once were the Drakk Alfar, who had taught his ancestors Void Weaving, they gained his ear. As the carpets could no longer fly due to the tilted world, the Drakk Alfars aided Zair with bits of Void and Arcane Weaving that repaired the carpets. Some vampires were taught how to do carpet weaving, knowledge they used to create capes, allowing them to fly on the winds as they liked.

As all races got used to the new mountains, rivers, and lakes, they crippled Astravel. They abandoned some settlements and created new ones, carving out new roads and paths, erecting bridges and aquaducts, and trade soon flourished once more. And everyone ignored the vampires, as they were so remote that they were seldom encountered. People were busy with their daily lives and the burden of living. Thus, Godly praise, sacrifices, and cults thrived amongst most humans.

Skjald Ulrich

 

Third Age

Then came The Bullheaded God outrage; it destroyed other gods, hunted vampires, and teared carpets and capes apart. It was said Zair, still alive due to his Boriac gift, feared this brutal god, so he fled into hiding. It’s rumoured that he’s still in hiding, improving his weaving and creating ever-finer artefacts.

Anyway, the bullheaded god could not best vampires, all gods, or find Zair, and eventually it suddenly disappeared again. Leaving people to praise and sacrifice as they saw fit, the third age saw a strengthening of the religious cults. To a degree, the worldly leaders and nobility became so annoyed over the cult’s influences that they ordered them purged. A great error, as the gods of course aided their cults, Flurg saw a large decline in nobility and other leading figures in the third age.

Then, both vampires and thursars joined in the conflict, siding with the worldly ones; it became a bloodbath, destroying almost half the human populations in Flurg. Eventually the nobility thought losses were too large, and a few of the gods became too insane; thus, they reluctantly gave up, allowing the religious cults to have their own churches, shrines, rites, and taxes.

As the third age went on, farmers and workers slowly felt the weight of taxation and expected sacrifices grow, and the divine payback was too sparse. Priests, clerks, monks, and fanatics seemingly benefited the most, so they began to plot a revolt against the cults when disaster struck.

Skjald Valgrif

 

Fourth Age

As the lands in which the Vular War took place were far away, the people of Flurg had no clue what went on. But when the world shook once more, the Northwestern parts sank into The Deep Blue as Ljostari sank and Mt. Vula erupted. It did not really impact that much on the Indigenous races living here, with their long-established cultures, nor were the other races as such greatly affected.

The worst blow was another malfunction of the Padurian carpets, a few even at such unlucky times that several great carpet weavers and Mana Manipulators plunged to their deaths, or unreachable locations leading to slow deaths. It is said that campires managed to have their capes work again, but Padurians have yet to see their carpets fly again. And man, I’d love to sit on such a beauty, flying across the skies to the finest of wines and the spiciest of dishes…

Skjald Yell'a'Beard

 

Some villages, towns, and cities actually used the vular war to plot against the cults, and as the maelstrom occupied every existing god, they struck against the cults. These blows—killing of priests, toppling of shrines, and burning churches—are claimed to be why some gods were caught in the maelstrom at Ljostari and dissolved back into mindless mana.

After this revolt, the cults kept a very low profile and did not attempt any revenge. Because up until the Age of Hordes, Borji, Padurian, Tatongol, Findograa, Ortagui, and Moss’Ari fought many skirmishes and wars. The latter generally cooked and ate their prisoners of war when they won. Or they became enumerated thralls for their new masters, or they sold to Kinoblin and sailed off to Outlands.

During the Age of Hordes, the Kinoblin suddenly stopped coming by, and the hordes grew strong, up until the agents of the 1st Alliance began to travel across Flurg and turn lords and heroes alike. Then came The Realm, and the horrible invasion. That we luckily managed to repel, so this new age can unfold.

Skjald Valgrif

 

Cartography

Common Findograa and Ortagui People equally hold sway over different areas. So be ready for some coins to slip from your hands if you travel there.

Skjald El Mary

 

Organisation

As with all other countries, there are more N-Erectus living in Flurg than humans. But the general rulers and force of law are indeed humans, and the other races mostly keep to themselves. Or stay hidden all together. Thus, the meeting of strangers and exotic races is not something most are used to.

Skjald Ulrich

 

Special

Be prepared for paying loads of road- fares.

Skjald Sejrik

Last Updated on 2024-04-23 by IoM-Christian