Sairundan is a land far to the southwest of the city of Orussus, a loose federation of several seminomadic tribes, supposedly founded by djinni. Currently, 13 tribes exist, each named after a storm or wind. These are the Aeolus, Bayamo, Boreas, Coromell, Etesian, Haboob, Hurakan, Kadja, Kohilo, Monsoon, Notus, Sirrocco and Zephyr. Two tribes that have existed a long time in the past, but joined with other tribes are the Typhoon, who joined the Hurakan, and the Eurus, who joined the Monsoon. Sairundani tend to be open-minded and friendly, and embrace change in a way that can be confusing to outsiders, but is actually a tradition for them. They love singing and dancing, and they enjoy travel and excitement. Sairundani usually have a large and slender build, and fair or tanned skin. Brown and black hair is the most common, with occasional streaks of white or blue, while eyes are usually gray or blue. Sairundani of Sirocco descent often have red hair or brown eyes. The language of the Sairundani is based on Auran, the language of air creatures. It is a soft, flowing language that lends itself to song and poem, and, like Auran, uses the Draconic alphabet. Sairundani do not use clan or last names. Instead, they name themselves after their parent - usually their father. Males use ai (son of), and females yn (daughter of). Great heroes are sometimes awarded the honor to be called a son/daughter of their tribe, such as ai Monsoon. A few legendary heroes have been called ai Sairundan.
History and Legends
Ages ago, according to the legends, the djinn ruled the lands surrounding the Tower of Air, not by force, but by advise. Fourteen nobles were the advisors of fourteen human tribes, and the humans aimed to emulate both the power and the kindness of the genies. Other djinn similarly advised the other races that lived in the region. The advise given usually prevented large scale combat, but small skirmishes still happened.
The loss of their advisors hit the Sairundani, but they quickly adapted to the new situation. Over time, a few tribes joined or new tribes were formed. Only once was the Song of the Storms United sung again, as the tribes united against an orc horde that emerged from underground 700 years ago.
Outlook and Society
For a Sairundani, life is an adventure waiting to happen. Many Sairundani seek change and excitement, and travel the near lands. They do keep close ties to their tribes and families, but otherwise value their freedom and grant others their right of freedom, too. The most exemplar of this style of life might be the dervishes, who even sever the ties to their tribes. Sairundani tribes are usually represented by a patriarch or matriarch who is aided by a small group of advisors. Anyone can become an advisor, and any advisor might be appointed to be patriarch should the current patriarch step down or die. Many patriarchs enjoy political bickering with their peers, stalling little, non-vital decisions in patriarchical council, but usually have the sense to quickly decide vital actions. While many tribes travel the lands of Sairundan, a few tribes live in the cities that survived the wars against the Efreet. The largest city, Helatia, currently houses the Hurakan, while the Zephyr live in Baras, a small town. As it might be expected, several tribes have left a city they lived in for the change this step brings, and a tribe that leaves a city invites another tribe into the city. Most times, the invited tribe passes the invitiation to a different tribe, and so on, until a tribe does accept and moves into the town. Only a few tribes refuse to live in the cities entirely, namely the Sirocco and the Boreas.
Sairundani have a long tradition of combat, and of the battle-related classes, fighters are the most common, quickly followed by rangers. These two classes are the most likely to pick up the traditional fighting style of the Sairundani dervishes, blending dance and fighting with two scimitars. Barbarians are a bit rarer, and paladins and monks almost non-existant, except among the Sirocco. Clerics and druids are equally uncommon, and most rever deities or forces of air and storm. Rogues and bards are quite common among the Sairundani, as scouts, advisors, emissaries and warsingers. Especially bards are well-liked as advisors. Wizards and sorcerers are rarer today than during the age of the djinn, with sorcerers being somewhat more common.
Magic, Lore, Superstitions and Faith
The bardic tradition is propably the largest tradition of spellcasters in Sairundan, and several of their songs have spread over the world. The most widely traveled song is propably the Song of the Winds United, which some people mistake for the Song of the Storms United. Some people wonder why the Song of the Storms United is not sung except in great wars, and the typical answer is that the songs means too much to use it frivolously, but there is also the fact that the song cannot be sung with only a few people and do it justice. Among the Sairundani, four small poems sum up the superstitions many feel regarding the elements. Many are aware that most of it is superstition, tinted with believes of genie habits, but will still tend to quote these poems in appropriate (or unappropriate) situations.
Wind is strong, not smart. It is swift, not enduring. It is persuasive, and easily persuaded. Wind is the most dangerous element because it cannot be contained. Fight wind by being more enduring than the wind, by being as hard as rock. Endure the strikes of the wind as it tries to persuade you to leave, and you will be victorious. Wind is whimful, but life-giving. Without wind, there would be no air to breathe.
Fire is smart, not strong. It is swift, and easily persuaded. It is enduring, not persuasive. Fire is the most dangerous element because it cannot be destroyed. Fight fire not by fighting it, but by fighting its fuel. Cause fire to hunger and follow your commands, and you will be victorious. Fire is life-giving, but insidious. Knowing its necessity, it will try to burn your tents when you are careless.
Earth is strong, not smart. It is enduring, not swift. It is strong of will, not persuasive. Earth is the most dangerous element because it cannot be avoided. Fight earth by being swift, always a step ahead. Be as the wind as earth strikes against you, and you will be victorious. Earth is wrathful, but live-giving. Without earth, food could not be grown.
Water is strong, not smart. It is enduring, not persuasive. It is swift, and easily persuaded. Water is the most dangerous element because it cannot be predicted. Fight water not by fighting it, but by controling it. Cause water to regard you as itself, and you will be victorious. Water is live-giving, but careless. It will wash you away as quickly as it quenches your thirst.
The displaced Sirocco introduced the Sairundani to a few deities as well, namely Ayratha and Geoth, but only Geoth gathered much worship. Some people say that Geoth, Mongrel and Phyrah were especially concerned about the fate of the Sirocco, and created what is today known as the Wanderlust Inn as a way for those who wanted to meet their family and friends again to do so. A few people pay respect to the Delanor, Antonidas and Shurassa, who embody aspects the Sairundani respect, but are overall not as important to their daily life. Some people silently invoke Jareth before a game of Dervish, but it is more common to invoke Grendath or the Green Eyed Lady.
Goblinoids of all kinds have kept away from Sairundan ever since the Djinn drove them out, and most Sairundani only know them from highly inaccurate Dervish pieces. Several creatures of elemental air make their home in Sairundan, due to the proximity of the Tower of Air, and storm and cloud giants sometimes deal with the tribes. Djinn are virtually gone, but every once in a while, rumors spread that a particular patriarch, advisor or hero is in fact a djinni.
Equipment and Animals
Sairundani prefer to travel light, and refrain from overly heavy equipment. Armorwise, they usually keep towards leather armor and chain shirts, and mithral armor is considered a blessed possession. The traditional weapon of the Sairundani is the scimitar, and most warriors possess at least one. Those who seek to become dervishes train at a young age to wield two scimitars at once. Besides the scimitar, archery is a very popular combat style, praying to Phyrah to let the wind guide the arrow.
The Sairundani enjoy a game named Dervish, which is based on chess, but has been changed to fit the tastes of the tribes. It is played on a 10x10 board, with 20 pieces for each player, chosen from a total of 30 unique pieces. The game is won by scoring a number of points, either by killing or capturing the enemy pieces. The rules of the game can rapidly change from round to round, depending which pieces are on the board and which are not, and what happens to various pieces. For example, the Patriarch allows pieces to capture other pieces, but if captured itself, it gives so many points that it is hard to recover; the Dervish can use any movement rules of its allied pieces, and the Hobgoblin can bring in one of the ten remaining pieces if captured or killed.
The Sairundani love animals that exemplify freedom and the wind, and often keep cats, falcons and horses in their tribes, who usually are allowed to do as they please. They would rather not limit their movement, but they make sure that the animal is properly trained to return to the tribe. A number of more excentric Sairundani, especially among the Hurakan, have attempted to train arrowhawks, but few have managed to realise that arrowhawks are as intelligent as humans, and made them friends.
The Sairundani are also known for two alcoholic beverages, the Sairundani Stormbrew, and the Sirocco Fireale. Both are comparably expensive outside of Sairundan, going for at least 1 gp per mug. A common superstition among the lovers of either drink (not just Sairundani) is that, if it is stored too close to the other, both will go stale and undrinkable quickly.
-Created by Knight Otu