Padurian
Appearance:
Build:
Slim to muscular.
Height: (cm)
Females: 170-185
Males: 175-190
Weight: (kg)
Females: 65-85
Males: 75-100
Lifespan: (yr)
Females; 95-105
Males: 90-100
Skin:
Pale to golden.
Hair:
Mostly black or shades of brown.
Eyes:
Any is seen.
Language:
- REALMISH
- PADUURI
- NIMZAXIAN
- HIGH-ARLINIAN
Culture:
- GRASSLAND
- HIGHLANDER
- NOMAD
- SUBTERRANEAN
- URBAN
- WALDER
Timeline:
19429 D.A. Padurians born
Legend
“Born in the Void, heritage like Wanderers, their beacon a carpet of wind.”
Description
Padurians are a varied and tenacious people who have faced both suffering and victory throughout their history. Their adventure began in the void, and they wandered across realms that eventually became their own. They have experienced both tribal seclusion and openness under a unifying council. This council built a structured yet inclusive government system that allowed for representation from their many tribes.
The mountain tribes, like the Vashuri and Karand, provided their extensive knowledge of the highlands as well as their expertise in crafting and stone construction. Their fortifications and temples, cut into the mountains, demonstrate their technical ability. Meanwhile, valley tribes like the Melluin and Arvallin brought agricultural innovation and trade to the rich valleys, transforming them into Padurian’s breadbasket. Their enormous trading networks linked the Padurians to distant regions, bringing products, ideas, and cultural influences.
Coastal tribes, such as the Zakaran and Eflari, provided the maritime backbone of the Padurian economy. They were masters of navigation and shipbuilding, facilitating marine trade and exploration. The Zakarans, known for their renowned craftsmanship, are credited with producing the first floating carpets, which represent Padurian inventiveness and togetherness. These coastal tribes also acted as the first line of defence against seaborne attacks, safeguarding the region’s security and prosperity.
The council, a unique combination of historical administrative techniques and tribal customs, became the foundation of Padurian civilization. It includes representatives from each tribe, ensuring that all opinions and interests are heard. This participatory government style promoted a sense of community and shared purpose, enabling Padurians to rebuild and prosper. The council’s choices are influenced by a combination of pragmatic and imaginative leadership.
Paduan life is defined by its cultural richness. Their art, music, and literature are influenced by a variety of tribes as well as the cultures with which they engaged through commerce. Festivals and social gatherings are central to Padurian culture, commemorating their common ancestry and instilling a sense of togetherness. Beyond their practical function, the floating carpets represent the Padurian spirit of invention and solidarity, as well as their capacity to overcome adversity.
In essence, the Padurians demonstrate the strength of togetherness and variety. From the high peaks of their mountains to the rich lowlands and vibrant seaside cities, they have created a civilisation that values the past while looking forward. Their journey from adversity to wealth is one of perseverance, teamwork, and tenacity, making them distinct and dynamic people in the fabric of human civilisations.
Skjald El Mary
History
Dark AgesIn the beginning, there were only the astral and the void. Then the astral began to leak into the void, and where it came forth in the void, it crystalized. Then, as these coloured crystal shards were further tainted by leaks, matter, things, and beings sprang forth. The more a thing of the void was re-tainted, the more complex it grew.
This led to sentient beings, creatures of the void, wondering about these leaks. and as they came close, touched, or tried to consume. They were enhanced into what is called the Divine Races. A group of these entered the Astral through the leaks and became the races Boriac and Vornir. Another group stayed in the void and became the races of Thursar and Wickeryadi.
Much time passed, and several other non-divine races sprang forth in the void: archaic human ancestors and some non-human races like Drakk Alfar, Kobold, Fautyr, etc. All these existed in the Void gardens of the vast void, many linked by threads of the Astral—spun by Boriac.
Some gods said the Padurians were born as nomadic people, originating from Archaic clans who preferred to travel along Mana links, above the comfort of the Boriac’s Void gardens.
At one such travel, the guidian link suddenly pulsed very brightly, emitted a pleasant audible tune, and the Archaic group felt an odd warmth, urging them to sit and relax. As they did, some felt aroused, others fell asleep, and a few erupted in dance, singing, and acrobatics. The link kept their spirits high for a while, but eventually the sensations faded. Craving for more, the Archaic lot trotted along the link in search of another pulse of joy, but it never came.
What did come were some not-so-archaic-looking children. And although they were archaic, they figured it was because of that pleasuring event back then, so they kept the infants. As time passed, they kept giving birth to the skinny, slender children at a growing rate, as they had seemingly become very fertile. Fearing they would not have archaic-looking offspring again, they kept these newborns.
Their numbers literally exploded, and it was almost as if as soon as a female was done with one infant, regardless of their solitude, another child would spring forth. In fact, these archaic hold the record for the largest number of children among humans. Most had more than eight children, some surpassed a dozen, and a few had one or more a year for their entire lives; thus, one counted more than a hundred children when she finally became infertile.
They would never again bear Archaic offspring, as all males had turned infertile, and it was the Mana Link, almost born and emerging as a god, that had sired all the offspring the Archaic group delivered. Their legend states that the youngst of their mothers, who was only 1 year old at the time of the time of the incident, gave birth to 45 children before she died—the last of her kind. Thus their almost innate abilities regarding mana energies, and why they are one of the rare examples of Indigenous people with the same origin as the Wanderers.
These stories about massive sibling flocks and their ability to tamper with mana threads are to us a clear indication that a god indeed did sire the Padurian. An archaic clan slowly changing into a human race of their own, and they kept travelling along the mana links around the void, looking for the mana link that once pulsed alive and emerged as their siring god.
Skjald Ulrich
As all the Divine Races were born a long time before all others, the leaking energies had lessened in power, and things were being steered by the Divines. The Padurians viewed them with awe.
The Padurians revered the Vornir as architects of the astral. These ethereal beings weaved the very fabric of reality, shaping the void and the astral threads. Padurian scholars sought their guidance in the astral to understand the balance and delicate dance between astral and void.
The Boriac, guardians of the astral leaks, held a mysterious allure for the Padurians. They were intermediaries between the realms, their crystalline forms resonating with astral energy. Padurian mystics would meditate near the leaks, hoping to glimpse the Boriac and learn their secrets.
The Thursar, fascinated the Padurians. Each Thursar embodied a void element—fire, frost, water, earth, air, etc. Padurian shamans sought their favour, invoking their powers during rituals. Some Padurians even formed bonds with specific Thursars, becoming elemental companions.
The Wickeryadi, floral herders of the void, tended gardens of astral-infused flora. Padurian healers sought their wisdom, learning to harness the healing properties of these unique plants. The Wickeryadi shared tales of ancient blooms that could change things.
Skjald Sejrik
As the astral swirled and the void aged, new divines emerged—a pantheon of nascent gods. The Padurians sensed their presence in the void—the birth of a void garden, the alignment of links, or the flicker of a distant leak. They whispered prayers to these silent gods, seeking favour or protection.
The Padurians never forgot the Pulse of Creation—the Mana Link’s radiant heartbeat. Some believed it had ascended to a higher plane, while others thought it slumbered, awaiting their return. Padurian pilgrims embarked on quests, following mana paths, hoping to rediscover the pulse and commune with their siring god.
Padurian seers wove intricate patterns with mana threads, seeking communion with the divine races. They believed that each thread held echoes of ancient conversations—the Vornir’s cosmic plans, the Boriac’s forgotten prophecies, Thursar secrets, and the Wickeryadi’s floral songs. By tracing these threads, they glimpsed glimpses of forgotten truths.
Skjald Sigurd
Alongside the first archaic humans came a plentora of other races, as these differed from human ancestors who were erect; they were called N-Erectus.
The Drakk Alfar, shadow-dwellers with eyes attuned to astral secrets, fascinated the Padurians. They shared cryptic prophecies and whispered warnings. Padurian scholars sought their counsel during link alignments, hoping to decipher patterns hidden from mortal eyes.
Dwarves, masters of stone and metal, forged alliances with the Padurians. Together, they built subterranean sanctuaries—halls adorned with astral shards. Dwarven runes adorned Padurian artefacts, imbuing them with protective magic. In return, the Padurians tended to the dwarves’ underground gardens, where rare herbs thrived.
The Fautyr, half-human and half-beast, danced through moonlit glades. Padurians joined their revels, sharing tales of astravel journeys. Fautyr flutes echoed in void clearings, inviting Padurians to lose themselves in dreams. The Fautyr taught them to read the rustling leaves—the language of Wickeryadii.
Kobolds, said by Padurians to have been born of astral leaks and earthly soil, were friendly to the Padurians. Their rhinoceros-like forms blended with human features. Padurian children rode on their sturdy backs when they came to town. Kobolds was said to guard Mana Link’s pulsings, their horned brows furrowing as they sensed astral disturbances.
Ljost Alfar, luminous beings whose auras shimmered like astral dewdrops, shared wisdom with the Padurians. They wove the glow of leaks into garments, gifting them to Padurian seers. These robes allowed glimpses into the astral realm and inspired the Padurian carpets of flight. Ljost Alfar whispered of ancient void nodes—the map to lost astravel.
T'Aurs, with antlered brows and cloven hooves, roamed the meadows of the void. Padurians traded stories for T’Aurian fruits—their lifeforce pulsing with mana. T’Aurs taught them herbal lore, revealing the secrets of astral blooms. Padurian shamans danced with T’Aurs under astral-leaking skies, invoking cosmic harmony.
Skjald Valgrif
Periodically, representatives from each race convened—the Council of Races. Drakk Alfar whispered prophecies, dwarves etched void maps, Fautyr danced, kobolds grunted approval, Ljost Alfar sang, and T’Aurs rooted themselves. The Padurians presided, weaving threads of unity—a cosmic tapestry against the void’s entropy.
Amidst these interactions… the Padurians never forgot the pulse of creation… They wondered if the N-Erectus held clues… their myths, rituals, and astral artifacts… Perhaps the dwarves’ stonework hid ancient inscriptions… or the Fautyr’s flute carried forgotten melodies… The quest for the siring god continued, fueled by celestial echoes.
Skjald Kazumix
The Padurians revered their archaic ancestors, whose myths spoke of the Pulse of Creation that infested their kin, and the Padurians sought to understand their lineage through these echoes. They celebrated its anniversary—the Day of Threads—when mana threads glowed brightest. Archaic elders whispered blessings, invoking the siring god. Padurians danced, hoping their steps would invoke the link to the original pulse.
The Borji, with their intricate calligraphy and celestial philosophies, fascinated the Padurians. They exchanged scrolls and discussed the balance of things, the flow of mana, and the astral swirl. Borji scholars taught the Padurians to read the links as if they were constellations of ink on parchment.
The Clovincaz, builders of grand pyramids and keepers of ancient prophecies, shared their knowledge of leak alignments. Padurian scholars marvelled at their precise predictions of the astral swirl and astral travel sites woven into stone temples. Together, they performed rituals to appease deities, seeking harmony between the void and the astral.
The Findograa, with their rich oral traditions and rhythmic dances, enchanted the Padurians. They told stories of ancestral spirits, of divines who shaped the land and steered the leaks. Padurian shamans learned drumming patterns, influencing astral energies during ceremonies.
The Gorean sages, steeped in astral wisdom and void mysticism, engaged in philosophical debates with Padurian scholars. They pondered the order, the mandate of the Void, and the interplay of astral forces. Gorean tea ceremonies evolved during these and became a bridge between realms—a sip of enlightenment.
The Izir, resilient hunters of ice and snow, taught the Padurians survival skills. They shared stories of the aurora borealis—the astral spirits dancing across frozen skies. They often gifted Padurian children sealskin mittens, their stitches echoing constellations, as they played in the void’s frosty meadows.
The Markian tribes, stewards of ancient forests and sacred rivers, welcomed the wandering Padurians. They exchanged dreamcatchers—astral weavings that filtered visions. Markian elders chanted under leaking canopies, invoking astral energies. They taught the Padurians to listen to the rustle of leaves—the language of Wickeryadii.
The Moss'Ari, dwellers of lush canopies and hidden waterfalls, shared herbal lore with the Padurians. They brewed astral elixirs, enhancing vision during leaking ceremonies. Moss’ari shamans danced, their bodies painted as Wickeryadii and with astral symbols. Padurians joined their rhythm, feeling the pulse of the void.
The N'Aldaan embodied honour and grace. They practiced akebina—the art of arranging astral blooms. Padurian poets composed kuhais, capturing fleeting astral moments. Together, they meditated in void gardens, seeking enlightenment beyond void boundaries.
The Ogryl, a tall, stout people with hearts as vast as the void, protected Padurian wanderers when they came by. They carved symbols into cliff faces, warding off astral storms. Padurian children climbed their massive shoulders, whispering their encountered leaky secrets.
The Ortagui scholars, astravellers and alchemists, shared scrolls on astral alchemy. They sought the philosopher’s stone—a bridging elixir. Padurians marvelled at their astrolabes, tracing celestial paths. Ortagui mystics recited Otasui poetry, merging void longing with astral yearning.
The Tatongōl nomads, riders of the void steppes, taught the Padurians to read the winds. They exchanged silk banners adorned with astral dragons. Tatongol shamans chanted mantras, invoking divine protectors. Padurians rode alongside them, feeling the pulse of galloping hooves and energetic currents.
The Utarik, custodians of unlinked locations and gardens of the void, painted swirling symbols on their bodies, invoking astral visions. Padurians often visited them in their void caves, where echoes of forgotten beings could be heard by those whose ears were attuned to their harmonies.
Skjald Vinotis
Years, decades, and centuries passed, and the Padurian skills in Void Weaving, Hand Weaving, and Astravel had improved as much as among other races. When one of the Padurians Raji, Zair Sah Barakzi noticed a pattern in the Mana flow that matched the turning of the Astral,.
As he began to study the pattern and see similarities with Utarik boomerangs and swirl paintings, Ogryl wardings, Findograa drumming patterns, and more, he met the Wickeryadi, Yürriathrull Oirarrapür, who became so impressed by Zair’s discoveries that it warned him of the upcoming World Reforming and used its Magic Paths to keep Zair safe during the shaping of our World.
Skjald El Mary
The Flying Carpets of Zair Sah Barakzi
In the Halls of Astral Threads in the bustling Void Gardens, where astral blooms whispered secrets and mana threads danced, Zair Sah Barakzi honed his craft. His nimble fingers wove magic into every fibre, creating carpets that bridged realms. The Padurians revered him—their master weaver, their dreamer of astral pathways.
Zair’s eyes, like polished obsidian, traced the celestial swirl. He had noticed a rhythm—the mana flow echoing the turning of the astral. Each pulse carried whispers—the language of old beings. Zair’s heart quickened. Could he unravel this riddle? Could he weave it into something more?
One moonless night, as Zair sat cross-legged on an astral ley line, a floral fragrance enveloped him. Yürriathrull Oirarrapür emerged—a Wickeryadi with petals like moonlight. Its eyes held voids wisdom. “Zair Sah Barakzi,” it murmured, “you’ve glimpsed the pulse—the heartbeat of creation.”
Yürriathrull revealed prophecies—the void would reform, its fabric reshaped by divine hands. Chaos would birth a new world and enclose the astral, and void storms would sweep across the distant void. Zair listened, his heart pounding. “How can I protect my people?” he asked. Yürriathrull’s petals quivered. “Weave the untainted herbs,” it said. “Into your carpets.”
Zair ventured into secret Dwarves cave gardens and Wickeryadi-tended Void Gardens. There, he plucked Combat Herbs—untouched by leaks. Their fibres shimmered with untainted energy. Zair’s loom hummed as he wove them into his carpets. Each thread held resilience and defiance—the very spirit of the Padurians.
On the eve of the world reform, Zair completed his masterpiece—a carpet infused with leaklights and Wickeryadi blessings. He stepped upon it, his heart racing. The carpet trembled, then lifted. The wind whispered through its fibers. Zair soared—the first Padurian to ride the winds of the void.
As void storms swept and the divines reshaped all void gardens, Zair’s carpet carried him to safety. Yürriathrull’s magic paths shielded him—the Wickeryadi’s greatest gift. Zair watched as the void transformed—the astral and world merging anew. His carpets became bridges, connecting lands, hearts, and dreams.
Skjald Sejrik
It’s still an open question whether Zair’s immortality due to Vornir's kiss would have saved him had he not used one of his carpets. But as the enhanced carpets were fewer than weavers, some did perish when in the World Reforming.
Skjald Kazumix
First Age
As the rest of our world’s inhabitants ran aimlessly around or huddled in caves, Yürriathrull and Zair figured out a way to weave untainted void patterns into carpets able to fly, using fibres from Combat Herbs. Thus, the carpet could float on the ‘void winds’, steered by the one occupying it. They even worked here in our world, due to the Wickeryadii.
Zair gathered a new group of the most skilled Professionals. As they began weaving more, Boriac came visiting, and as they praised the work, Zair Sah Barakziand gave them the first carpet. After showing it to the Vornir, Boriacs returned and offered him immortality. Thus, Zair Sah Barakziand is one of the few who have tasted Vornir’s Kiss, a legendary brew made from some of the few combat herbs the Vornir use.
The carpets made the Padurians a major factor in Flurg. Imagine having such a carpet that takes you to your favourite food place in no time. It sure makes me thirsty.
Skjald Yell'a'Beard
Their might centred around their carpets, and they never attempted to enslave others or take lands held by others. But they slowly grew outward and filled lands previously empty, bringing them on edge with Fautyr. In fact, they grew so many that Zair became a mere legend to most, and those who knew him died. Thus, his immortality weighed heavily on him, as everyone he taught withered and died. So he took less and less apprentices, and slowly his carpets became so rare that they became a legend matching his.
Once they were wandering people, they had come to believe in their siring link, one of the current gods, but were unwilling to stand for the actions it had inflicted on the archaic in the past. So they became content with the land the divines had given them in the new world. They worked to make Flurg a grand place, an image of the halls of the Dwarves with whom they had lost contact.
Trade with Archaic, Findograa, Utarik, Tatongol, Moss’Ari, Kobold, and more. Culture and innovation were freely shared. The only thing kept a secret was how Zair’s flying carpets were made. They did, though, sell a few of the precious ones among the hundreds of other carpets unable to fly. After all, they were still excellent objects, sought by many. Carpets and products made from herbs generated large incomes for the mountain tribes.
Skjald Sigurd
As centuries passed, they became rather protective of Zair and their Combat Herb Gardens. Both to avoid his skills being copied or Zair being assassinated. But also to avoid their precious herb collections being plundered or destroyed. Luckily, they had flying carpets, so they could create otherwise unreachable settlements and gardens.
They had a great thriving trade with Utari, neighbour countries, and N-erectu races. Especially with the local Kobold and Drakk Alfar tribes, with whom they had very strong bonds and shared herbs. Eventually they created the Padurate Empire in 3572; at its peak, it spanned all of Flurg and deep into Falbur, Keshon, and Vutheua. Their people, a legend amongst others, were viewed with awe.
Then rumours began to circulate that the divine touched Alfar, who had become Vampires, had become the target of divine wrath. And suddenly, the skies darkened, mountains fell, and coastal lands sank in the 1st Cataclysm.
Skjald Ulrich
Second Age
As the world shook and tilted, the cave Zair Sah Barakziand and his crew were in collapsed. Although crippled, Zair survived the 1st Cataclysm and relocated to another cave system. There they continued working on new carpets, but discovered that the world tilting had influenced the world’s winds and its combat herbs, so new carpets could not fly. Bewildered, they kept weaving to see if they could find the flaw, so a large amount of pristine carpet was made.
Being unable to produce flying carpets, the Padurians might began to dwindle, and they fell from their position. Some bonds were untied, camaraderie cracked, and uprisings occurred; thus, their 714 year old Padurate empire dissolved in 183, leaving a myriad of self-governing mountain and valley tribes. As the lands became unstable, Zair moved once more to a place unknown to all but those in his workshop and their Zair’ian Guard.
Slowly, due to their remote settlements, lack of a united cause, and diminishing access to combat herb gardens, The Padurians became poor, hard-working people, using only silk, hemp, wool, and the like in their carpets. Many had lost their understanding of the patterns, but they still created carpets attractive to most. A treasure still of such value that settlements, villages, and towns at times were raided and plundered.
Thus did the tribes begin to shun others, and when visitors came, they were often unwelcome and, at times, even killed. Thus, they did less and less seek out their remote places, instead buying the carpets in towns and cities of other races. This all contributed to making the Padurians a remote people, wrapped in the legend of the immortal weaver. Then, another immortal suddenly surged through their lands; The Bullheaded God swept across their realm looking for Zair.
Skjald Valgrif
Third Age
After the bullheads unfruitful pursuit, it did not take long before Vular crafters arrived at Padurian settlements, asking about flying carpets and Zair Sah Barakziand. But Padurians regarded him as in danger and thus sheltered him against all outsiders, so his location was never revealed.
The Vular did, though, as they paid very large sums, manage to buy a few of the flying carpets. Some of these were dissected in attempts to figure out the secret. Luckily, they didn’t succeed, although the Vular did learn a lot about carpet weaving. A skill they refined and used for their ships sails.
As the Vular was unsuccessful in locating Zair and prying the Padurian secret, they retracted, and it was very few Vular who settled in Padurian lands. Jomzaar and Rimzir didn’t come in large numbers either. So the stories about Wanderers were only third-hand tales and gossip. It did, though, renew interest in their carpets, and coins floated their way again.
The coinage raised living standards once more, bringing hope of ancient glory returning. As moods lifted, their tribes once more opened their gates, arms, and houses to foreigners. They even began to send their wisest to other races to pry information about how the 1st cataclysm affected the world. Some say it was a wish from Zair to see if the mystery of the carpet malfunction could be solved.
News, gossip, hints, riddles, and more floated into Padurian society. It was analysed and filtered, then passed on, and slowly it reached the Zair’ian Guard and their legendary grandmaster weaver. Thousands of years old, he even began to attend meetings, and it was during one such that personal disaster struck him once more.
When Ljostari sank and Mt. Vula erupted, there was only slight damage to Flurg. But the tremors scared a cart horse, and as it reared, some barrels fell off and struck Zair Sah Barakziand. This most unfortunate accident served his sound arm at the elbow, effectively rendering him unable to weave anymore. And with such irony, yet another age began.
Skjald Sejrik
Fourth Age
Arisen stomping around in the wildernes, their legendary Zair Sah Barakziand had become unable to weave, Liches soon appearing, and some families surpassed their tribes and grow into powerful families, ignoring former bonds and oaths. Fourth age would become hard times, of that the Padurians were certain.
Loosing his other arm, Zair was close to ending his immortal gift, but instead he began consulting Thursar and Wickeryadi to see if he could have limbs regenerated. This led him on an enlightening journey, testing many a potion, brew, elixir, etc. He also began visiting the astral more often in search of why the carpets malfunctioned. This dual quest would eventually prove fruitful for him.
Skjald Vinotis
Used to fend off travellers and dispose of their remains, most Padurians came to realise their luck living high up the mountains, as some of the lower valley settlements suddenly had quite aggressive visitors at their gates once more. These previously murdered travellers, now Arisen, craved revenge and swept through streets and wrecked havok in homes before being slain again by oil and torches.
This cure for Arisen soon spread across Padurian lands, but at some coastal locations, the Arisen managed to huddle up and withstand the ‘darkness embrace’. Thus, there are now a few coastal and lowland areas shunned by all living. These realms in the realms, and their borderlands scorched areas, had no interactions but violence, a trend that slowly spread across all lands. Here I mention the most prominent.
Valkyn’s Hollow, once a bustling port town known for its vibrant markets and astral-trade artefacts, now lies in eerie silence. The town is perched precariously on the edge of towering cliffs, with the sea’s relentless waves crashing below. The once grand structures are now crumbling ruins, draped in dark, twisted vines, and perpetually shrouded in a thick, unnatural fog.
Valkyn’s Hollow fell during the 1st Cataclysm, when the coastal cliffs split and sank parts of the town into the sea. Many inhabitants were unable to escape and perished, only to rise again as Arisen when the Deep Blue Tsunami struck. These undead are driven by a desperate need to reclaim their lost lives, endlessly roaming the town’s skeletal remains.
Unique Features:
- The Echoing Market: is an ancient marketplace where ghostly vendors still attempt to sell their spectral wares.
- The Lighthouse of Lost Souls: A ruined lighthouse that once guided ships now emits a cold, haunting light that attracts unwary travellers, leading them to their doom.
- The Wailing Cliffs: The cliffs produce an eerie wail as the wind passes through cracks, believed to be the cries of the Arisen.
Gloomshade Marsh is a sprawling, desolate swamp filled with murky waters and dense, rotting vegetation. The air is thick with the stench of decay, and a permanent twilight gloom hovers over the area, regardless of the time of day.
The marsh was created when the surrounding land sank during the 1st Cataclysm, transforming fertile farmlands into a vast, waterlogged swamp. The inhabitants, trapped and unable to escape, succumbed to the marsh’s foetid waters and rose again as Arisen in the Deep Blue Tsunami, forever tied to the cursed land.
Unique Features:
- The Sinking Grove: is an area where trees slowly sink into the marsh, their branches clawing at the sky, and Arisen are often encountered tangled among the roots.
- The Black Pool: A central, inky-black pool said to be the heart of the marsh’s curse, where powerful Arisen can be found.
- The Whispering Reeds: tall reeds that rustle with ghostly whispers, believed to be the voices of the lost souls trapped in the swamp.
Ravenspire Fortress stands on a jagged seaside cliff, its dark stone walls covered in dirt and alga. The fortress is perpetually enveloped in wave sprays, making it appear like a ghostly silhouette against the sky.
The fortress was a military outpost during the ancient days. During the 1st Cataclysm, an avalanche buried most of the garrison alive. The soldiers, bound by duty even in death, rose as Arisen to continue their eternal watch.
Unique Features:
- The Foamcursed Keep: The central keep of the fortress, where the strongest Arisen soldiers reside, has their armour grown to their bodies.
- The Silent Courtyard: An open area filled with spectral warriors practicing endless drills in complete silence.
- The Undersea Armoury: A storeroom filled with weapons and armour encased in tainted water, guarded by powerful Arisen wardens.
The Shattered Grove is a once-sacred forest, now corrupted and twisted. The trees are gnarled and blackened, with a strange, sickly luminescence emanating from their bark. The ground is littered with the remnants of ancient rituals.
This grove was a place of worship and ancestral rites. During the 1st Cataclysm, a massive mana leak corrupted the sacred ground, causing the spirits of the ancestors to fuse with the ground. As the Deep Blue Tsunami swept away their remains, they rose as Arisen. These spirits, enraged by their desecration, haunt the grove.
Unique Features:
- The Weeping Tree: A massive, ancient tree at the grove’s centre is weeping a strange, glowing sap. It is said to house the spirit of the grove’s Wickeryadii guardian.
- The Circle of Shadows: A ring of stones where ancestral rituals were performed, now a gathering place for powerful Arisen spirits.
- The Luminescent Path: A glowing path that weaves through the grove, leading to ancient Arisen sanctuaries.
The Forsaken Docks are located in a secluded bay, with rotting piers stretching out into dark, stagnant waters. The air is heavy with the smell of salt and decay, and the remains of sunken ships protrude from the water like skeletal fingers.
Once a thriving fishing village, the docks were swallowed by the sea during the 1st Cataclysm. The villagers, trapped by the rising waters, drowned, and in the surging waters of the Deep Blue Tsunami, they rose again as Arisen, cursed to forever wander the flooded docks.
Unique Features:
- The Drowned Wharf: A section of the docks perpetually submerged underwater, where Arisen fishermen continue their futile tasks.
- The Sunken Galleon: The wreck of a massive ship, now home to the most powerful Arisen, guards the dock’s darkest secrets.
- The Ghostly Lantern: A lantern that floats above the water, moving as if carried by an invisible hand, leads travellers deeper into the haunted docks.
These Arisen locations each offer unique challenges and stories, providing dangerous settings for adventures and travellers.
Skjald El Mary
The worldwide violence building after the initial tsunami chaos and Arisen mayhem, oddly enough, didn’t result in Padurians going back to their former tribal isolation. But it gave birth to a council of tribes, which grew in power as the Age of Hordes unfolded. Together, they worked to recreate a Padurian empire.
In 693, many of the ancient leading tribes agreed to join the Padurrani Empire. They asked Zair Sah Barakziand to be their leader, but due to his crippled state, he politely declined. Thus, the gathered tribes elected Zarakato B’Nali Nur of the Karakzi tribe as their First Khan of Tribes.
Mountain Tribes
The Karakzi Tribe resided in the highest peaks of Flurg, known for their resilience and mastery in weaving the most intricate patterns. Their carpets are sought-after for their durability and beauty. The tribe’s isolation made them self-sufficient, living in stone dwellings carved into the mountainside. The Karakzi are also skilled herbalists, using rare herbs in their weavings and medicines.
The Thundar Tribe lives near the summit of Mount Thundar, an active volcanic region. They have developed unique heat-resistant weaving techniques utilising volcanic fibers. The Thundar are known for their fiery tempers and strong warriors. Their society is matriarchal, with women leading both in governance and in the sacred art of weaving.
The Driftrock Tribe is perched on the sheer cliffs of the Driftrock Mountains. This tribe is famous for their flying carpets. They are expert navigators of the world’s winds, often conducting trade with distant tribes using their airborne prowess. The Driftrock Tribe values knowledge and has extensive libraries of scrolls documenting their travels and discoveries.
The Icepeak Tribe is located in the coldest southern regions. The Icepeak Tribe has adapted to the harsh environment by developing thick, insulating carpets. They are known for their intricate frost patterns in their weavings. The Icepeak Tribe worships the Thursar of Frost, often holding rituals to appease these elemental beings.
The Stonereach Tribe inhabits the deep caverns of a vast mountain range. They are master stonemasons and miners, trading precious minerals and gemstones with other tribes. Their carpets often incorporate these gems, adding both beauty and magical properties. The Stonereach Tribe is known for their fortified settlements and complex underground cities.
Valley Tribes
The Greenmeadow Tribe lives in the lush, fertile valleys, known for their vibrant, colourful carpets inspired by the flora around them. They are skilled agriculturalists, growing a variety of herbs and plants used in their weaving. The Greenmeadow Tribe has a close relationship with the Wickeryadi, often exchanging knowledge about plant cultivation and healing.
The Riverstride Tribe is situated along the banks of the Great Riverstride. This tribe has developed water-resistant carpets ideal for humid environments. They are expert fishermen and boat builders, often incorporating aquatic motifs in their designs. The Riverstride Tribe holds annual festivals to celebrate the river spirits and their bounty.
The Sunvale Tribe basks in the warm sunlight of their open valley, creating light, airy carpets that reflect the golden hues of the sun. They are known for their mirrors and crystals, which are able to capture and store sunlight. The Sunvale Tribe’s rituals often involve sun worship and fire dancing.
The Windrider Tribe is nestled in a windy valley and has perfected the art of creating carpets that glide smoothly on any wind. They are skilled archers and hunters, utilising the valley’s strong winds to their advantage. The Windrider Tribe holds great respect for the elemental forces of air, often seeking guidance from the Thursar of the wind.
The Fogwood Tribe lives in a mist-covered valley. The Fogwood Tribe produces carpets that shimmer with a mystical, ethereal quality. They are known for their knowledge of fog and mist magic, often conducting secretive rituals under the cover of dense fog. The Fogwood Tribe’s settlements are hidden and well protected by natural mist barriers.
Coastal Tribes
The Wavecrest Tribe lives on the rocky shores, known for their waterproof carpets and maritime skills. They are expert sailors and navigators, often embarking on long sea voyages. The Wavecrest Tribe’s culture revolves around the ocean, with many myths and legends about sea creatures and gods.
The Shellharbor Tribe is located in a sheltered bay. They are famous for their pearl-encrusted carpets and intricate shell patterns. They have a thriving pearl diving industry and trade extensively with inland tribes. The Shellharbor Tribe’s society is peaceful and artistic, with a focus on music and dance inspired by the rhythm of the waves.
The Stormwatch Tribe resides on the cliffs overlooking the stormy seas, known for their robust and sturdy carpets. They have developed techniques to withstand harsh weather conditions. The Stormwatch Tribe holds great respect for the Thursar of storms, often conducting ceremonies to honour and appease them.
The Coralreef Tribe inhabits the vibrant coral reefs. The Coralreef Tribe weaves carpets with stunning coral and marine life designs. They are skilled divers with extensive knowledge of underwater currents. The Coralreef Tribe’s rituals often involve underwater ceremonies and the worship of sea spirits.
Skjald Ulrich
Around 1170, the 1st Alliance began to stir. Much to the dread of Zahir’ian warnings, Zair Sah Barakziand came forth again and gathered a new crew. It was time for Padurians to lift their heads once more, he claimed. Doing this, they felt he put their people’s very souls and backbones at risk, but he replied that he, for certain, had played his part.
Skjald Kazumix
The Tale of Zair Sah Barakziand: A Twist of Fate
Background: Zair Sah Barakziand, the once-mighty and wise leader of the Padurian tribes, was renowned for his mastery of magic and his legendary flying carpets. However, after a tragic accident, he lost his arms and much of his magical prowess. His immortality became a curse as he searched for a cure and a way to restore his former glory.
The Search for a Cure: For centuries, Zair roamed the lands, delving into ancient texts and forgotten magics, seeking a way to regain his arms and restore his ability to create flying carpets. He travelled through the mountains, valleys, and coastal regions, gathering knowledge from every corner of Paduria and beyond.
The Journey:
- Mountains:
- Zair sought the wisdom of the Kelori Tribe, hoping their blacksmiths could forge new arms of enchanted metal. Despite their best efforts, the arms they crafted lacked the life force and magic that Zair needed.
- He climbed the highest peaks with the Dremara Tribe, seeking the mythical Ice Flowers, said to possess regenerative powers. Though the flowers had remarkable properties, they could not restore what was lost.
- Valleys:
- In the lush valleys, Zair met with the healers of the Lorana Tribe. They brewed potent elixirs and performed ancient rituals, but their magic was not strong enough to overcome the ancient curse on Zair.
- The Padoria Tribe, with their deep connection to the earth and nature, provided Zair with rare herbs and minerals, yet even these proved insufficient.
- Coasts:
- The Aldara Tribe shared their vast knowledge of the seas, guiding Zair to underwater caves where magical relics were said to lie. He found powerful artefacts, but none that could restore his arms or his flying carpets.
- The Selenis Tribe, renowned traders, offered Zair access to ancient scrolls and tomes from distant lands. Despite their vast resources, the solution remained elusive.
A New Path: As the centuries passed, Zair began to reflect on his endless quest. The weight of immortality, the loss of his arms, and the failure to recreate the flying carpets took a toll on his spirit.
Acceptance and Transformation: In a moment of clarity, Zair decided to use his knowledge to help others. He returned to the Padurian tribes, not as one seeking power but as a teacher and guide. He shared his vast wisdom, helping the tribes to thrive and unite.
A Legacy Reborn: One day, while meditating by the sea, Zair had a vision. He saw a new generation of Padurians, all part of a greater realm, creating flying carpets using their unique blend of skills and magic. Inspired, he gathered the best weavers, enchanters, and artisans from all tribes. Together, they began crafting new flying carpets, combining their traditional techniques with innovative magic.
Eternal Peace: Zair never regained his arms, but as master weaver of the realm, he found something far more valuable: peace and purpose. He watched as the Padurian tribes flourished, united by the flying carpets that once symbolised his greatness, now also theirs. His immortality no longer felt like a curse but a gift, allowing him to witness the enduring legacy of his people.
In the end, Zair Sah Barakziand became a living legend for his wisdom, resilience, and the unity he inspired among the Padurian tribes and all others in the realm.
Skjald Vinotis
It was the entire Padurrani Empire’s leaders Black Oak and Zair that managed to come join the realm. As the Padurians supported and joined the realm, Zair’s vision indeed came true, and they prospered greatly.
But in The Great Invasion final disaster struck. As they surged forth, atop their carpets, to attack Pigryn from above, the Zair’ian Guard was taken aback by Aquerian foes. Never before encountering enemies capable of flight, the Padurians were outmanouvered and had to retreat. During this, Zair was forced to evacuate, but was sadly caught and killed. Thus ended his 14029-year-long human life.
It didn’t take long, though, before Padurians figured out how to handle their flying foes, avenging their losses and driving invaders out of their lands. They also participated in The Scorched Dawn.
Skjald Sejrik
The presence of vampires in Padurian lands during their various ages adds a fascinating and dark layer to their history. Here’s a list of Padurian vampires from different generations and their stories:
Delir 'the Shadow Weaver' Sayedzai Male, tribal Shaman, embraced as 2nd generation late First Age. Delir was a powerful shaman who was embraced by an ancient vampire seeking to harness his mystical abilities. Over time, Delir became a master of both blood magic and traditional shamanic rituals. His influence extended across various mountain tribes, where he was both feared and revered as a deity-like figure. Delir used his immortality to amass arcane knowledge, which he guarded jealously.
Arash 'the Wanderer' Sepehrkhel Male, Explorer, and Cartographer, embraced as 2nd generation, early Second Age. Arash was an explorer with an insatiable curiosity about the world. His embrace came from a vampire who saw in Arash the potential to map out territories and uncover hidden secrets. As a vampire, Arash travelled far and wide, charting lands and discovering ancient relics. His maps and journals became invaluable to vampire societies, chronicling the ever-changing landscape of Padurian lands.
Pariwash 'the Sea Witch' Kalanzai Female, Coastal Trader, and Navigator, embraced as a 3rd generation mid-Second Age. Pariwash was a renowned navigator and trader who fell in love with the sea. She was embraced by a vampire who saw in her the potential to use the seas. Pariwash used her abilities to control coastal trade routes, amassing wealth and power. Known for her beauty and ruthlessness, she could charm sailors and merchants alike. Pariwash’s fleet of ships, manned by loyal captains, became legends of the sea.
Anosha 'the Whisperer' Noorzadkhel Female, Spy, and Diplomat, embraced as a 4th generation late Second Age. Anosha was a spy whose talent for gathering and manipulating information was unparalleled. Her embrace gave her access to the highest echelons of society. Anosha became a master of intrigue, using her skills to influence political decisions and ensure the secrecy of the vampire community. She was instrumental in maintaining the delicate balance between the vampire council and the human populace.
Kambiz 'the Scholar' Nikzai, male, historian, and librarian, embraced as a 4th generation early Third Age. Kambiz was a historian dedicated to preserving the knowledge of the Padurian past. His embrace came from a vampire who valued Kambiz’s dedication to knowledge. As a vampire, Kambiz continued his scholarly pursuits, curating a vast library of both human and vampiric histories. His records became the cornerstone for understanding Paduria’s complex history, ensuring that future generations could learn from the past.
Azin 'the Illusionist' Parvizkhel, a female performer and magician, embraced as a 3rd generation mid-Third Age. Azin was a famous performer known for her stunning illusions and captivating performances. Her embrace allowed her to use real magic, making her show even more mesmerizing. Azin used her talents to influence public opinion and manipulate events from behind the scenes. She became a beloved figure in Padurian culture, though her true nature remained a well-guarded secret.
Khadir 'the Silent Blade' Deleerzai Male, Assassin, embraced as a 5th generation late Third Age. Khadir was an assassin of unmatched skill, whose services were sought after by nobles and merchants alike. His embrace was a reward for his efficiency and discretion. As a vampire, Khadir’s skills only sharpened. He became a ghostly figure in the night, his name whispered in fear. He manipulated political landscapes from the shadows, ensuring the stability of the council while furthering his own mysterious agenda.
Soozan 'the Enchantress' Kaihankhel Female, Healer, and Alchemist, embraced as a 5th generation early Fourth Age. Soozan was a healer, known for her miraculous remedies and alchemical concoctions. Her talents attracted the attention of a vampire, who saw the potential for creating powerful vampiric elixirs. Soozan’s embrace allowed her to explore the depths of alchemical lore, creating potions that could enhance vampiric abilities. She became a central figure in Padurian society, revered as a healer but feared for her dark secrets.
Hamzad 'the Smith' Darweshzai Male, Blacksmith, and Inventor, embraced as a 6th generation mid-Fourth Age. Hamzad was a blacksmith whose innovative designs in weaponry and tools made him famous. After his embrace, Hamzad’s forge produced enchanted weapons imbued with vampiric power. He created armour and weapons for his kin, becoming the armourer of the vampire elite. Hamzad’s creations were sought after by both humans and vampires, making him a pivotal figure in maintaining the balance of power.
These vampires, spanning various ages and generations, played crucial roles in shaping Padurian society. Their stories reflect a blend of ambition, power, and the quest for knowledge, intertwined with the dark allure of immortality.
Cartography
They are spread throughout Flurg at Midgard, with plenty of settlements and strongholds in the mountains towards Keshon.
Skjald Ulrich
Organisation
The high council of the Padurian tribes, formed in response to worldwide violence and mayhem, can be described as a sophisticated and diverse governing body that blends elements of ancient Achaemenid Persia, the Seleucids, the Mauryans, the Parthians, and the Sasanians, with influences from steppe cultures like the Kushans and the Hephthalites. This council is a reflection of the diverse and intricate tapestry of Padurian society, integrating various cultural practices and governance structures into a cohesive entity.
Structure and composition
The Grand Assembly is the highest governing body, comprising representatives from each of the major mountain, valley, and coastal tribes. Each tribe elects or appoints a representative based on their own customs and traditions, ensuring a representation of all tribes. The Assembly is responsible for major legislative decisions, diplomatic relations, and overall strategic direction.
The council of elders consists of the most respected and experienced members of each tribe, including elders, chieftains, and influential leaders. The Council of Elders advises the Grand Assembly on matters of tradition, culture, and long-term vision, ensuring that decisions are in harmony with Padurian heritage and values.
The Military Tribunal oversees the defence and security of the Padurian territories. It includes military leaders from various tribes, known for their strategic acumen and warrior prowess. This tribunal coordinates joint military efforts and defence strategies and maintains internal peace and order.
The Economic Council manages trade, resource distribution, and economic policies. It includes merchants, traders, and economic strategists who ensure the prosperity of the Padurian people through sustainable and equitable economic practices.
The Cultural Committee focuses on the preservation and promotion of Padurian culture, arts, and education. It includes artisans, scholars, and cultural leaders who oversee festivals, educational initiatives, and the preservation of cultural heritage. The Cultural Committee ensures that the unique identities of each tribe are celebrated and integrated into the broader Padurian identity.
Governance and decision-making
The Padurian High Council operates on a consensus-based decision-making model, where major decisions require the approval of the majority of the Grand Assembly with significant input from the Council of Elders and other specialised councils. This system ensures that decisions are well-considered and representative of the diverse interests of the Padurian tribes.
Diplomacy and External Relations
The council handles diplomatic relations with neighbouring regions and other cultures, drawing from the diplomatic practices of envoys and diplomats from the Padurian High Council, who are known for their negotiation skills and are respected as peacemakers and mediators.
Cultural Integration and Festivals
The council organises grand festivals and cultural exchanges that bring together the various tribes, fostering unity and mutual respect. These events showcase the rich tapestry of Padurian culture, with performances, exhibitions, and competitions that highlight the unique skills and traditions of each tribe.
Law and justice
The judicial system is overseen by the Council of Elders, with input from various tribe leaders. The judicial system is based on fairness, wisdom, and the principles of restorative justice, ensuring that disputes are resolved in a manner that maintains harmony and social order.
Adaptation and resilience
The formation of the council itself is a testament to the Padurian ability to adapt and evolve in the face of challenges. This resilience is reflected in their governance, where flexibility and innovation are valued alongside tradition and stability.
In summary, the Padurian High Council is a complex and sophisticated governing body that harmoniously blends the diverse cultural elements of the Padurian tribes. It serves as a unifying force, guiding the Padurian people through times of turmoil and ensuring their continued prosperity and cultural richness.
Skjald El Mary
Here are the twelve current leaders of the Padurian High Council, each with distinct backgrounds and ties to their respective tribes:
Mountain Tribes
Tarak Ironclad (Kelori Tribe)
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- Background: Tarak is a renowned blacksmith and warrior from the Kelori Tribe, known for his unyielding spirit and expertise in metalwork. His tribe resides in the rugged highlands and is famous for their formidable warriors and masterful blacksmiths.
- Role: As a leader, Tarak focuses on defence and military strategy, leveraging his tribe’s expertise in weaponry and fortifications.
Meera Frostwalker (Dremara Tribe)
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- Background: Meera hails from the Dremara Tribe, who inhabit the cold, snowy peaks. She is a skilled negotiator and diplomat, respected for her wisdom and calm demeanor. Her tribe is known for their resilience and intricate carpets.
- Role: Meera serves as a key diplomat and advisor on intertribal relations, ensuring peaceful coexistence among the tribes.
Kiran Stoneheart (Zulkar Tribe)
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- Background: Kiran is a revered elder from the Zulkar Tribe, whose people live among towering cliffs and caves. He is an expert in cave systems, providing valuable insights into natural resources.
- Role: Kiran oversees the Economic Council, focusing on resource management.
Valley Tribes
Ravi Greenshield (Lorana Tribe)
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- Background: Ravi comes from the fertile valleys of the Lorana Tribe, known for their agriculture and herbal medicine. He is an accomplished healer and botanist with deep knowledge of medicinal plants.
- Role: Ravi leads initiatives related to agriculture, ensuring the well-being of the Padurian people.
Anara Swiftwind (Padoria Tribe)
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- Background: Anara is a celebrated huntress and tracker from the Padoria Tribe, which resides in the lush, forested valleys. Her tribe excels in hunting, tracking, and woodcraft.
- Role: Anara contributes to the Military Tribunal with her expertise in scouting and reconnaissance, as well as managing hunting regulations and wildlife conservation.
Sajan Brightblade (Kharan Tribe)
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- Background: Sajan is a charismatic leader and skilled swordsman from the Kharan Tribe, whose people are known for their vibrant festivals and arts. He is also a patron of the arts and a respected warrior.
- Role: Sajan is a key member of the Cultural Committee, promoting arts, education, and cultural heritage across the Padurian tribes.
Coastal Tribes
Lena Wavecaller (Aldara Tribe)
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- Background: Lena hails from the Aldara Tribe, who are expert sailors and fishermen living along the coast. She is a master navigator and shipbuilder with extensive knowledge of the seas.
- Role: Lena leads the Coastal Affairs Division, focusing on maritime trade, fishing policies, and coastal defence.
Orin Stormrider (Varuna Tribe)
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- Background: Orin is a fearless sailor and explorer from the Varuna Tribe, known for their adventurous spirit and seafaring prowess. His tribe is renowned for their exploration and navigation skills.
- Role: Orin oversees external relations and exploration, leveraging his experience to establish new trade routes and diplomatic ties.
Mira Sunshadow (Selenis Tribe)
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- Background: Mira is an influential merchant and negotiator from the Selenis Tribe, which thrives on coastal trade and commerce. Her tribe has a reputation for being shrewd traders and skilled diplomats.
- Role: Mira serves on the Economic Council, managing trade agreements and economic policies to boost the prosperity of the Padurian tribes.
Cross-Tribal Influences
Jara Moonwhisper
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- Background: Jara has a unique heritage, with ties to both the mountain and coastal tribes. She is a renowned storyteller and historian, known for her deep understanding of Padurian culture and history.
- Role: Jara plays a pivotal role in the Cultural Committee, ensuring that the diverse histories and stories of all tribes are preserved and celebrated.
Thorin Oakenshield
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- Background: Thorin is a strong leader with connections to both the mountain and valley tribes. His diplomatic skills and strategic mind have earned him respect across Paduria.
- Role: Thorin acts as a liaison between the Military Tribunal and the Grand Assembly, facilitating communication and strategy alignment.
Esha Lightbringer
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- Background: Esha is a visionary leader with roots in both coastal and valley tribes. She is known for her innovative thinking and ability to inspire unity among groups.
- Role: Esha chairs the Grand Assembly, ensuring that all voices are heard and that decisions reflect the collective interests of the Padurian people.
These leaders embody the rich diversity and collective wisdom of the Padurian tribes, guiding their people through collaboration, respect for tradition, and a shared vision for the future.
Skjald Valgrif
Special
Some of the Padurians can weave flying carpets.
Skjald Kazumix
Last Updated on 2024-08-22 by IoM-Christian