Kurashi

From World of Charun

"Not only can water float a boat, it can sink it also."
- Old Kurashi saying

Kurashi Ruffian
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Kurashi Ruffian

Contents

Description

The Kurashi are a people without a nation. They are gathered in tiny hamlets and settlements along the coasts because that is where the only soil fertile enough for farming can be found. Most also provide for themselves through fishing. It is a rather poor and harsh lifestyle, which has led to the feared Kurashi pirates growing in number to unheard-of numbers. Kidnapping youngsters onto ships in order to fill in for slain crew members is not practiced at all anymore, as it was in the Third Age. Today some captains are forced to turn down aspiring pirates.

This harsh lifestyle has resulted in what many refer to as a "nation of thieves". Many claim that each and every Kurashi is a thief and a cut-throat if given the right opportunity. This is far from the truth, even though the amount of bandits, pirates and thieves originating from Kurash is large compared to the population. A Kurashi does what he needs to in order to survive. Whether this means working out in the fields for 20 hours per day, boarding a pirate ship, or making a living through stealing is of less importance. The Kurashi have a saying - "There is no corner in the world, where you won't meet a Kurashi sooner or later." While not completely true, seeing a Kurashi abroad is a common sight, be it in a foreign army, in a mercenary company, as a roadside bandit, a cut-purse in an alley, a merchant, or an adventurer. Most of the industrious, ambitious and curious individuals decide to leave the wastes, since little can be achieved in Kurash.

The countryside holds largely honest folk, while most of the thieves and cut-throats are found along the Trail of Gold, as well as in the city Bardum that is renowned for two things, the bronze weaponry it produces and its thieves, which has earned it the reproachful name "City of Thieves". It is a well known fact that there is nothing a bribe can't buy in Bardum. It is also common knowledge that getting to or from Bardum without skilled swordsmen by your side is an impossibility, not to mention surviving within the town itself.

More about: Bardum | Kurashi Pirates


Life expectancy and Fertility Rate

Adulthood: 15 years
Life expectancy: 55 years
Maximum lifespan: 120 years
Total fertility rate: The average number of children born to a female over her lifetime is 3-6.


Etymology

Shadûk, who in 302 III united the nine tribes of Necharamian refugees in the region into the Kingdom of Kürash, originated from the "Kûrash" tribe - hence the name.


History and Origins

When the ancient realm of Necharam and its grand capital Kel-Barak fell in the Second Age to the treachery of a powerful necromancer, refugees fled northwards away from the risen dead that had claimed the land. A large portion of the refugees consisted out of villagers that inhabited the northern parts of the realm, mostly cowherds and shepherds. They managed to escape farily unharmed, due to their distant location to Kel-Barak, and many were able to gather belongings and necessities for the jorney northward. This, and their large number, enabled them to press on through the deserts, all the way to the Windy Plains and the wastes north of there where they settled down. Soon thereafter they split up into small communities that developed into ten separate tribes with their own chieftains and territories.

It all changed when man named Shadûk had a vision and a dream of re-building the once great nation of Necharam in all its glory and knowledge. In the end of the 3rd century of the Third Age Shadûk began travelling from village to village, from tribe to tribe, uniting the people and sharing his dreams and visions with them. His words brought hope to the people and in the year of 302 III Shadûk founded the Kingdom of Kurash through uniting nine of the ten tribes of Necharamian descendants. The only ones not joining the union was a group that today are known as the Sand Snake tribe.

The Kingdom of Kurash prospered until 913 III, when it along with many other realms was destroyed in the Cataclysm that ended the Third Age. Some of the survivors fled towards the Foggy Peaks, where they met with other refugees, finally becoming the Dazak tribe. Others lingered on, determined not to abandon their homeland. These survivors are today known as the Kurashi.

More about: Present day Kurash | Old Kingdom of Kurash


Appearence

The Kurashi are tanned and generally of medium height with brown eyes and black hair. Hairstyles vary greatly among both genders.


Language

The Kurashi speak Kurashami - a language related to Old Necharami, but heavily-influenced by other human tongues over the ages. They are not able to understand speakers of other Necharamian languages.


Society

Governmental Form

With the lack of a nation there is a lack of law as well, resulting in a region where the strong survive and the weak perish. It has become a necessity to form strong groups in order to avoid being preyed upon. Houses, farms, relatives and others cluster together, led by wise and able individuals who can identify and deal with threats.

Bardum is ruled by an Emir, a despot more often than not surrounding himself with people jumping at his every whim.


Social Stratification

Social stratification in most of Kurash is mild -- any Kurashi may wind up performing a bewildering variety of roles, from honest farmer to cut-throat pirate, if that's what's required to survive. Within Bardum, however, social gradations are severe, with the poor barely managing to remain fed while the Emir and better-off live lives of incredible wealth and ease.


Economy

Kurash's economy is similarly distinguished by an explicit urban-versus-rural divide, with Bardum engaged in a blistering trade in bronzeware, weapons, and other goods, and the countryside largely providing foodstuffs...and a supply of loot from pirate vessels.


Army

The only army found on Kurashi soil is the Emir's League in Bardum, They are a combination of the city guard and the Emir's personal enforcers, rarely venturing outside Bardum's walls. Villages on the other hand pay pirates for protection through letting them resupply at their docks.


Technology

Kurash has a wide variety of good and backwards technology. As a people but not a nation, they receive influences from all over, and their tendency to travel widely contributes to this.


Culture

Diet

Kurashi diet is varied, with fish and sea products providing much of it. In spite of the relative aridity of the Wastes, the Kurashi prize fruits and nuts, particularly dates, and every garden possesses at least a few small and closely-tended fruit trees.


Customs

Traditions of old have disappeared in Kurash, along with the destruction of the old kingdom in the end of the Third Age, resulting in a new way of life focused on survival. The goal of every Kurashi is to have a reserve enabling a new beginning in case of emergency, be it in gold, food or stock of items. Few can boast about having such storage. Instead they are caught in a struggle to make a living on a day to day basis. A saying recited to foreigners marvelled at the lack of social events are often told that "Weddings, burial ceremonies and festivities....there is a time for excesses when life permits", or simply "...when life permits".

Some Kurashi are determined to forge a worthy life for them through hard and honest labour, be it out in the fields, in a fishing boat or as an artisan. Others lacking the morale, patience, skill or means choose seemingly easier paths as pirates, thieves or mercenaries.


Marriage

Kurashi tend to be monogamous, though a few wealthier Kurashi men have been known to keep harems. While prostitutes are not respected in society, the "profession" tends to carry less social stigma than in many other cultures, it being understood that, like thievery or piracy, occasionally women must engage in it to survive. A woman's marriage prospects are not necessarily ruined for having had a "history."


Clothing

Both genders wear loose-fitting clothes, with flowing robes and cloaks, long tunics and wide trousers stuffed into knee-high boots. Traditional Kurashi colours, such as red, yellow and orange, are rarely seen elsewhere than amongst the wealthy in Bardum.


Arts

Kurashi artwork tend to gravitate towards the use of bold colors, though it must be said that in general they are more known as merchants and collectors of artwork rather than as artists themselves. Their better artisans, on the other hand, are capable of competing on both quality and price.


Games

The Kurashi are avid game players and inveterate gamblers, and will play just about anything, particularly if one can make money or arrange a side bet on it.


Weapons and Armour

It is rare to find a Kurashi carry around on something that he isn't skilled in using as a weapon, even if it is a rather mundane looking item. It can be a concealed dagger, a walking stick wielded as a staff or a tool used in the individual's profession, which is also regularly practiced with as weapon of war.

"The larger the blade, the more insecure the wielder" is a saying amongst the thieves of Kurash, who are by far the most skilled knife-fighters in Charun. Countless big and burly foreign warriors have died with a dagger buried in their throats after picking a fight with a small, weak looking Kurashi.

Warriors relying on weapons of war favour the scimitar, but other swords, as well as axes, do occur. The cutlass on the other hand, which was developed from the scimitar by the Kurashi Pirates, has become an every-man's weapon. All Kurashi weapons are made out of bronze, a craft that has risen to renowned quality in the town of Bardum.

Armour is scarce with the Kurashi, usually limited to boiled leather cuirasses. Bronze breastplates and imported mail shirts can be found amongst the wealthy and veteran warriors.


Religion

Where as the Spawn and the Sun's Herald are prayed to along the coastal settlements, most of the New Powers have massive followings in Bardum. Shanrom, a power originating from old Kurashi lore, has a large temple in the city with a wealthy gathering of worshippers, while secret sects dedicated to both Glurak and Gnaghu hold masses in underground shrines. However, probably the most popular deity among the New Powers is Hirziz.


Statistics

Location in Charun: Kurash

Population: 120.000

Settlements: Bardum (50.000)

Army: None, Bardum has the Emir's League

Government form: None, Bardum is a Autocracy ruled by an Emir


Player Characters

Kurashi names for your character: Kurashi Names


Faction

The Kurashi are part of the Civilized Faction, along with other human cultures and the Mórail.


Genetic Modifiers

Necharamians are usually good at solving problems, as well as comprehending ideas and learning languages. They are, however, known for lacking insight at times, leading to a lack of prudence.

The Necharamian heritage has the following ingame effects:

Ability Modifiers:
+1 INT, -1 WIS


Cultural Modifiers

Opportunist Survivor:
The Kurashi of the Wastes long ago came to terms with their condition, and each individual is prepared to forge their own way through life on the terms available. For some, this represents thievery or piracy, for others hard work. In all cases extreme stubborness is required to succeed in the harsh conditions. Kurashi characters gain a +1 bonus to Will saves.


Classes

The Kurashi have the following cultural classes, which they can choose from during character creation. Following levels may be taken in the general classes (rogue, mystic, warrior) or in the cultural class chosen during character creation.


Languages

Native Tongue: Kurashami
You can always speak your native tongue as long as your INT is above 0, but you will not have any "language slots" at INT 7 or lower.
If your INT is 7 or lower you will not be able to understand languages other than your native tongue, regardless of whether you know them or not.

Faction Common Tongue: Islean
At INT 8 you will be given your first language slot, which if starting with INT 8 or higher will always be used for your faction's common tongue. If the native tongue is the same as the faction tongue, the slot can be used for a secondary language.

Secondary Languages: Dazaki, Necharami
At INT 10 and each 2 INT after that you will be given another language slot, which can be used upon entering the game for the first time to pick a language from the secondary languages list. Language slots may also be used later to learn new languages.


Back to: Races | Human | Human Ethnic Groups | Necharamian

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