Taralu

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Révision datée du 15 juin 2024 à 13:26 par Errius (discussion | contributions) (Page créée avec « With a wide-spread reputation as mediators, the Taralu dwarves are a spiritual, nomadic community at home within the lush, foggy lowlands of the Mwangi Jungle. They abandoned their settlements in the Shattered Range—and their relations to other surface dwarves—for a sworn oath that changed their calling as a community. Scattered across the Mwangi Jungle, the Sixteen Clans of Taralu make up a community that moves naturally within the verdant terrain, deftly na... »)
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With a wide-spread reputation as mediators, the Taralu dwarves are a spiritual, nomadic community at home within the lush, foggy lowlands of the Mwangi Jungle. They abandoned their settlements in the Shattered Range—and their relations to other surface dwarves—for a sworn oath that changed their calling as a community. Scattered across the Mwangi Jungle, the Sixteen Clans of Taralu make up a community that moves naturally within the verdant terrain, deftly navigating the fathomless expanse using mundane and magical hunters’ tools and traps. While many of their clans and settlements might seem isolated from one another, Taralu frequently travel and communicate with each other, holding annual festivals and celebrations that bring even the most travel-hungry adventurers eagerly home.

To an outsider, Taralu might seem completely altruistic in their ideals, but the work of a diplomat isn’t without its perks. In return for their spiritual services, wisdom, and counsel, Taralu receive access and insight to the inner workings of the many political organizations shaping the world. As they say, knowledge is power—and Taralu have that and more. In terms of financial compensation, a mediator who can prevent a long and bloody war is worth their weight in platinum.

Taralu’s easy demeanor, kind words, and disarming attitude can easily lure others into foolish complacency. When talks fail and people don’t honor their verbal or written agreements, Taralu can and will use their might and magic to right the injustices done. Physically, Taralu have vibrant-hued hair, their most striking feature. These dwarves express their personality and individuality by regularly dyeing their long, dark hair in colors that reflect the sky above. [1]

HISTORY

Formerly a traditional culture of militant mountain dwarves, Taralu dwarves found themselves trapped between the conflicts of Nex and Geb. As magic grew steadily more unstable, and as their neighbors sought their services as mercenaries, the Taralu people gathered a council to plan their course of action. At the council, each leader of the Sixteen Clans debated for four days, breaking only to rest. On the night of the fourth day, the 16 dwarves awoke to a thunderous bellow. Grabbing their clan daggers, the leaders rushed to the entrance of their mountaintop retreat. At the entrance, they found an ancient cloud dragon named Tanin, who bore deep scars that pulsed with magic. The gasping dragon told the council that they’d planned to wander for centuries more, but the crossfire of the neighboring lands laid them low. They spoke of distant lands, their voice growing hoarse. With their last gasp, the prideful wyrm begged the council to bring them to where they hatched all that time ago, a jungle lowland where the fog was as peaceful as clouds. The council stared at the dying dragon, remembering their bitter arguments of which side to take in war. No records remain of who spoke first, but one by one, the dwarves each took their clan dagger and swore an oath on their own births and the wyrm’s coming death to honor the request. As the councilmembers returned to their tribes, their people understood the change before hearing a single word. Their leaders, once brash and bitter, stood solemn and determined. They presented their oath as a personal one, and they stated that the clans could remain if so desired, but a majority in all of the Sixteen Clans swore oaths to aid. As the clans converged at the mountaintop, they brought grand caravans suited for many terrains. Over the course of four years, they took turns hauling the wyrm along the mountain range, through the jungle, and eventually to a lowland shrouded with fog. The clans buried the wyrm’s mighty form, and the leaders of the Sixteen Clans swore a new oath: their clans would no longer squabble and war without cause. The Taralu dwarves would become a people of patience, waiting for the fog to roll in, for prey to fall into traps, and for wounds to heal. However, they didn’t swear an oath of pacifism. Patience couldn’t be infinite—it couldn’t bear weight without a purpose. As such, the Taralu people would ever remain ready to fight those who abuse magic and break their sworn words. To protect the ancient cloud dragon’s final resting place, the Sixteen Clans built a mausoleum atop the burial ground and named it Taninshroud. As hundreds of years passed, the mausoleum became an enduring symbol of that vow and the focal point of the Pilgrim’s Path, a ritual that every Taralu dwarf hopes to carry out once in their lifetime. The world changed over centuries. Nex and Geb became names of lands rather than rulers, Alkenstar rose, and tyrants and saints alike fought and fell. The Taralu dwarves have helped in conflicts across Garund, usually as mediators, but also as warriors when contracts have failed or magic has been twisted. APPEARANCE Taralu, given that their ancestors once counted among the Holtaksen ethnicity of mountain dwarves, typically stand slightly taller than other surface dwarven ethnic groups. They have dark skin, and while their curly hair is dark at birth, by adolescence a Taralu dwarf has dyed their hair to match the colors of the sky. This dyeing process happens whenever fog rolls across a settlement, and several hours are spent dyeing the hair of a single dwarf to match how the sky looked at a pivotal moment of that dwarf’s life. As years pass, most Taralu will dye their hair many times, and most will dye it different colors as new events occur and they hold new values dear. Taralu usually dress in robes, carrying their belongings in pouches and satchels that they wear across their bodies. Given their propensity to travel on foot, most use sturdy walking sticks adorned with strands of bead, bone, and stone. Taralu wear this jewelry, largely made of mineral and animal materials, to indicate social status and community role, especially the pendants they wear around their necks. The pendant’s focal item tells much of a Taralu dwarf’s role: a beast’s tooth signifies a defender of the peace, while a stone with a vein of their clan’s gem indicates a dignitary, and a cloud dragon’s scale denotes those rare few honored as spiritual leaders of a settlement. SOCIETY The Taralu group themselves into 16 large clans, each descended from a distant ancestor who established the clan by claiming a mineral for their people. These minerals are used in making their clan daggers and jewelry. The members of each Taralu clan can be found in many settlements and are spread across large distances, even within the Mwangi lands they claim as their own. While many dwarven cultures will form a new clan when they grow too large to contain, the Sixteen Clans of Taralu honor the oath their leaders swore to themselves and the ancient cloud dragon, so they refuse to divide themselves any further. Any given Taralu clan or settlement has many leaders. A clan is officially led by a spiritual leader, who can only take up the mantle after many years of serving a spiritual and skillful role in the clan while performing a variety of tasks. When a spiritual leader leaves their position, whether through retirement or death, the leaders of the clan’s various capacities—such as the head herbalist, the best trap-layer, and the most skilled defender—hold a vote on who should take their place. Most clans’ spiritual leaders are divine or primal spellcasters with a few arcane or occult spellcasters mixed in. Only one Taralu clan is presently led by a spiritual leader that can’t cast spells, Amakell Inre of Clan Zaphyrie (page 81). Clan Zaphyrie unanimously voted Amakell into the role after her insight into the region’s ruins kept her people safe after cultists of Dahak displaced the clan.

safe after cultists of Dahak displaced the clan. In general, Taralu defer to those with the most relevant experience in a given situation, which largely contributes as to why their spiritual leaders must be skilled in many ways. This outlook also holds true on a smaller scale. When raising children, Taralu tell them from a young age that they’re the only experts on themselves and that the community values their insights. Parents meet adolescents with patience and trust, encourage them to take part in traditions, steer them toward choices that align with the community, and ask them to show that they deserve even more trust by taking care of younger dwarves. In the case of Taralu who seek different paths than expected, such as those who feel the calling of a different gender, who change careers suddenly, or who wish to leave the community, there are meetings and discussions of what the community has done for these types of changes in the past, if they apply now, and if a new precedent must emerge. FAITH The Taralu belief system is largely derived from their reverence of dragons and elemental air mixed with adaptations of more traditional dwarven beliefs. While many Taralu settlements host a shrine to Apsu, goodly god of dragons, rarely do they lack some form of shrine to Ranginori, the good-aligned elemental lord of air. When settled near lakes of substantial size, worship of the empyreal lord Ylimancha is common as well. While they largely worship deities of air and wyrm, Taralu also pay heed to the dwarven pantheon. That said, their reverence for Torag and his kin is closer to the respect one might have for an old teacher than true worship. The exceptions to this trend lie in their reverence for Grundinnar, as he espouses peace and diplomacy, and Kols, for the importance that sworn oaths played in their people’s development. When a Taralu carves a statue or paints a mural of a dwarven god, they commonly depict the deity as both a dwarf and as a dragon, representing a duality of self and a belief that the divine might of the gods has draconic origins. Taralu priests fall into two main factions when discussing the power of the gods: one believes that to be a god, one must have a draconic nature, whether publicly acknowledged or not; another believes that a god who doesn’t actively champion draconic power has gone against their nature. These priests will uphold their side with calm fervor but rarely take measures to silence the other side, as they don’t view it their place to decide the worship of their kin. Another aspect of Taralu’s spiritual nature is their nomadic existence, akin to a kite that flutters and flies where the wind takes them, yet their string remains firmly attached to Taninshroud, the ancient cloud dragon’s mausoleum. No matter how busy they get, a Taralu dwarf will take time out in the day to renew their oath to their clan and the great wyrm. This oath involves kneeling down while facing in the cardinal direction of Taninshroud,and reciting the following: “In the name of my clan and mine, I swear to uphold the oath of the sixteen clans made to Tanin. I will keep the peace through my words and actions, with as little blood or tears shed. I will protect those who cannot protect themselves. May Tanin, and my ancestors, rest in peace with my deeds.” A spiritual tradition that every Taralu dwarf aspires to achieve at least once in their lifetime is to make a pilgrimage commemorating their migration from the old settlements in the Shattered Ranges to the Mwangi Expanse. An aspirant starts at the old Council of the Sixteen chambers high up in the mountain, filling their caravans with heavy burdens to signify the responsibility and burden of their oath. They then make their way down the slope to Taninshroud, ending their journey by paying their respects to the dragon that changed the very fate and fabric of their clans. When multiple aspirants make this pilgrimage simultaneously, it’s called the Aspirant Migration, an occurrence that happens once every few decades. WYRMBLESSED BLOODLINE The following new bloodline is available to sorcerers at 1st level.

WYRMBLESSED

You lay claim to the might of dragons, but your powers are sacred instead of arcane—born from a worship of draconic might so powerful it infused your blood or, perhaps, from a celestial or draconic power blessing one of your ancestors received.

Spell List divine

Bloodline Skills Intimidation, Religion Granted Spells cantrip: read aura; 1st: mage armor; 2nd: resist energy; 3rd: haste; 4th: reflective scales (Lost Omens Gods and Magic 109); 5th: cloak of colors; 6th: repulsion; 7th: mask of terror; 8th: divine inspiration, 9th: overwhelming presence Bloodline Spells initial: dragon claws; advanced: dragon breath; greater: dragon wingsBlood Magic Draconic might carries in your voice. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes a –1 status penalty to Will saves for 1 round.

DRAGON TYPE

At 1st level, choose the type of dragon that influenced your bloodline. You can’t change your dragon type later. This choice affects how some of your bloodline spells function. The good metallic dragons and their damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold). The evil chromatic dragons and their damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold). The primal dragons of planar origin and their damage types are brine (acid), cloud (electricity), crystal (piercing), magma (fire), and umbral (negative). The imperial dragons and their damage types are forest (piercing), sea (bludgeoning), sky (electricity), sovereign (mental), and underworld (fire). For the dragon breath focus spell, the area is a 60-foot line for a brine dragon; a 30-foot cone for a cloud, crystal, forest, magma, sovereign, or umbral dragon; and a 10-foot burst within 30 feet for a sea, sky, or underworld dragon.

RELATED BLOODLINE

Because the wyrmblessed and draconic bloodlines have similar origins, they count the same as each other for the purposes of prerequisites and access requirements.

CULTURE

Taralu tend to be a friendly bunch with calm demeanors, and their smiles twinkle like a starry night, capable of putting most at ease. Due to their curious natures and wanderlust, Taralu lead a semi-nomadic lifestyle, with enclaves of diaspora scattered through all the lands. One of the first milestones for any Taralu dwarf when they come of age is their first hair dye.

Perhaps more important than their naming ceremony, this ritual is the first expression of an individual Taralu dwarf’s cultural identity. The colors chosen to dye their hair reflect not just their affinity with the sky and clouds, but their outlook on the world. For example, choosing to dye their hair in sunrise hues of yellow blending into blue expresses their clarity in doing what lies ahead, or perhaps they were brought into this world as the sun rose above the horizon. By contrast, another might choose to dye their hair in the shades of twilight to reflect the calmness of the night or the introspection that comes with the serene evening. Subsequent dyeing and changing of colors come as an individual grows and changes with age, each new dye reflecting another vista or facet of their personality.

There’s a tradition among the Birangi clan (known for its artistic community) of hosting The Dyeing Games. This annual festival involves inviting members from all of the Sixteen Clans to partake in a friendly multi-day competition of their dyeing skills and hair masterpieces. Traditionally, the Birangi home settlement hosted this event; however, after accusations of partiality, the festival is now held in the reigning champion’s clan settlement.

Because Taralu travel all over Garund for trade or diplomatic missions, they’ve developed an interesting epicurean palette. They enjoy taking all the little scraps of various textures, smells, and tastes they’ve experienced in their lifetime and travels and blending them into new dishes. It’s rare for one to not have small stashes of nibbles and snacks on their person for situations like meeting friends or strangers (who they simply consider friends they’ve yet to meet). In fact, some of the best “wandering chefs” across the lands are Taralu, known for adventuring the world for their next edible inspiration. Many Taralu are budding linguists, collecting snippets of various languages they encounter on their adventures. As such, their humor and idioms tend to be layered and multilingual, which can be a double-edged sword. While they understand and chuckle at lingual puns and homonyms, those not from their community might react only with confusion. A young Taralu dwarf might also fall prey to malapropisms as they start their adventuring life, saying things such as “a rolling stone gathers no moths” or “they were a dwarf of great statue.” Taralu have a deep respect and veneration for wyrmkin and, as such, have a great reverence for those they meet on their travels. If a dragon or dragonkin are ever in peril, a Taralu will do all they can to assist the creature in need. Veteran Taralu champions might even have a wyvern mount or companion, and some heroes of legend could even have a lifelong dragon companion that bonds to them and their descendants.

RELATIONS

The Taralu clans have established many connections across the valleys they call home due to their cultural focus on patience and diplomatic approach to life endearing them to many. In particular, they’ve found close allies in the jungle orcs through their similar disdain for evil influences. This bond was forged even stronger when two different Taralu clans near Matanji orc territory responded to a call for aid against the members of a cult of Abraxas; they each sent their own squads of troops and mages and even called each of the other 14 clans to action against a cult that dared wreak havoc in the name of a wicked serpent. Taralu also see the various kobold communities and diaspora in the land as their spiritual “cousins,” with whom they share similar philosophies, outlooks, and reverence about wyrmkind.

Their role as mediators also helped endear Taralu to many peoples and make unlikely allies. In 4623 ar, a delegation led by Anutara Velrits of Clan Galalia (LG nonbinary dwarf emissary 10) facilitated peace between a band of gnolls and a settlement of conrasu when their territories overlapped, establishing a neutral ground for further meetings concerning the surrounding region in the process. Many Taralu, especially those wanting to serve their communities through academic and magical knowledge, go to the Magaambya academy. While most return to their clans after attaining the rank of Conversant, several stay on to be lore-speakers or, in the rare instance, a learned one. There’s a vast network of Taralu alumni both within the grounds and out in the world who are invaluable resources to young attendants who want to pursue higher education.

Despite their many allies, the Taralu people still have enemies. As the cults of Dahak and their vile worship spread across the Mwangi, Taralu settlements grow increasingly nervous about what the evilest of dragons would do to their people if not stopped. Another enemy, although one with good intentions, is the Order of the Frostbit Greave, a roving band of knights that devote themselves to the empyreal lord Smiad, the Pitiless Dragonslayer. While most followers of Smiad believe in assisting the works of good dragons, this order sees Taralu reverence for the anarchic and unpredictable cloud dragons as an affront to their god, and the groups have clashed on several occasions.

TANINSHROUD

Nestled in the fog-filled lowlands of the Mwangi Jungle, this mausoleum protects the remains of Tanin, the ancient cloud dragon whom the Sixteen Clans swore to carry back to the wyrm’s birthplace. Protected by an elite group of custodians drawn from all these Taralu clans, this ancient site is the final destination along the Pilgrim’s Path. Due to the ever-present fog and mist, locating Taninshroud is a difficult task. Only the most determined aspirants on the Path or Taralu religious guides (who are incredibly skilled in traveling the winding terrain) can safely navigate their way to this tomb. If they know what to look for, an observant eye can notice the dull glow of carefully placed bioluminescence in the terrain that guides the traveler away from common hazards of the area and toward the welcome sight of the hermitage, signaling the end of their long and arduous journey.

As all the clans consider this site holy, it also serves as neutral ground for any inter-clan disputes that occur. The new Council Chambers of the Sixteen reside here, kept secret from anyone not Taralu. While Taralu conduct the bare minimum to maintain the old chambers in the Shattered Range—keeping up the facade and marking the first point of the Pilgrim’s Path—the current chambers are where the true matters of import to the community at large are deliberated and decided upon.

THE CHAMBERS OF THE SIXTEEN

From the outside, its austere architecture belies the seat of Taralu’s governance. The inside, however, features an ornate council chamber that radiates old magic and centuries of history in the making. Above the council table, a mosaic made from glass, gems, and tiles spans the entire ceiling and walls, depicting each clan’s emblem among a greater backdrop of the starry sky. Over time, each successive clan leader has added to this ceiling, creating an artistic history of each clan’s story with space to add more. The table forms an almost circular arc with a gap to allow a petitioner access within its well, where they can stand and face all 16 leaders as they make their request. Etched within each clan’s segment of the table is the name of every predecessor, with new names added through enchantment magic.

THE HERMITAGE

A place of respite for those finishing their pilgrimage, this building also houses the Taninshroud custodians. A large courtyard at its center opens to the elements and the sky above, a sturdy but thin tarp protecting it against the weather. Scattered with worn plush rugs, this courtyard not only functions as a place where visitors can spend their days in quiet reflection, but also as a place to lay their weary head. For those who can’t rest on the hard stone floor due to age or frail constitution, a few day beds with basic and threadbare cushions are also available.

While the custodians are in charge of preparing modest but filling communal meals made from the local flora and fauna, visitors are encouraged to help with the preparations, in addition to any other tasks involving the maintenance or upkeep of the building. In fact, the preparation of the communal meal can be the main event of the evening and a welcome break from the mostly silent introspection of the day. On busier visits, like the Aspirant Migration or a convening of the clans, meal times can feel festive with each person adding their flair and knowledge to spread.

THE MAUSOLEUM

A simple structure of black stone mined from the Shattered Range, this circular mausoleum bears little ornamentation. However, carved upon its surface is the history of the Taralu Migration and their oath in Dwarven and Mwangi, including the names of the original 16 clan leaders and the cloud dragon Tanin. The seamless circular shape allows those who wish to pay their respects to the wyrm to do so facing any direction. On the ground, a silvery-black ring encircles the structure about five feet away. When queried about the ring, custodians tell the tale of an audacious pair of cultists who, long ago, tried to steal Tanin’s remains by digging a tunnel underneath. Caught by a custodian’s well-timed dream, or perhaps divine intervention by Tanin themself, the perpetrators were apprehended and summarily executed. Upon dealing with them, the custodians dug a trench around the tomb and filled it with molten adamantine to prevent any further tunneling attempts to make off with the wyrm’s bones.

ZAPHYRIE

Zaphyrie is a more recent settlement, founded after Amakell Inre (page 81), its present spiritual leader, took down the area’s Dahak cultists that had long harried their clan. It’s located in the Mwangi Jungle, further west from Taninshroud and east of Nantambu. In the last two decades, this burgeoning settlement has slowly gained a reputation for fostering community interest in the conservation of the diverse biome surrounding the area as well as keeping ancient traditions and crafts from being lost to the ravages of time. At the heart of Zaphyrie lies the Academy, a sturdy structure of unknown origins that the clan has since repurposed.

Due to extreme seasonal changes that include heavy rainfall, the entire town was built on sturdy stilts several feet above the jungle floor. This design element helps to avoid excessive damage from floods, especially flash floods. A few locations of note to visitors include the following.

THE ACADEMY

The Academy is the only stone building in the settlement, its foundations reaching deep through the soft jungle floor to a solid bedrock. Its origins are a complete mystery. Once the overgrown weeds and fallen trees were cleared away, the building beneath revealed structurally sound and water-tight walls. Amakell Inre saw its potential immediately, and it now functions as a repository of knowledge and learning while providing spaces for permanent records, archival storage, and teaching. In cases of extreme weather, it has enough space to shelter the entire community built around it.

THE DOCKETS

Consisting of the areas on the edges of the settlement, including the land under the stilts, this communal space is a portmanteau of “dock” and “market.” During the drier seasons, many use the jungle floor to prepare and store preserved goods for the leaner months as well as utilize the space for rearing local livestock and planting a few experimental agricultural crops. The Dockets also provide a large space for festivals and market grounds for both neighboring and faraway merchants to trade goods with the clan. During rainier times, many of the settlement’s denizens fish using rods and nets, and they travel between parts of the settlement over the water. Recent attempts at hydroponic agriculture during the rainy season have also yielded promising results.

THE PATHFINDER SOCIETY

The Taralu people firmly believe that the world isn’t going to come to them and that one has to go out and find it, so they get on well with the Society. This building, the newest structure in the settlement, houses visiting initiates and agents as they travel across the lands chronicling the exploits of heroes and adventurers, though there isn’t yet a permanent agent in residence. This building’s inception is a relatively new initiative by Amakell Inre in hopes of starting a new Lodge that can benefit not only her clan, but the Taralu community at large.

THE SAHIBA

Named after the watchful companion of Amakell Inre, the members of this organization are equal parts tracker and academic, patrolling the local jungle and gathering information. Some of these patrols can range as far as the western edge of the Mwangi Expanse.

The clan realized that continuing to rely on lucky discoveries wouldn’t secure a future for them, but an organization that can serve as the eyes and ears beyond Zaphyrie can allow for the clan to have advanced warning of any threats coming their way. The Sahiba also functions as the lookout for any historical relics or historically significant discoveries. From time to time, the Sahiba might find something they deem too dangerous, remote, or inaccessible. They pass on these leads to the Pathfinder Society, usually offering rewards to those brave and able enough to complete the investigation.

ThE shrinE of All-fAiThs

This space of worship is open to all members of the community. Its outward facade has many carvings and reliefs of gods from the dwarven and draconic pantheons, although recent inhabitants from various communities have inspired carvings from other faiths. Its central portion is usually open to the sky, though a simple tarp can cover the space if required. The shrine serves as the central hub of spirituality and healing for the clan. Divine healing services are available from the many supplicants and devotees. Due to the presence of followers of so many faiths, healthy debate and discourse can often be heard far into the surrounding areas.

AMAKELL INRE OF CLAN ZAPHYRIE

NG | FEMALE | DWARF | ARCHAEOLOGIST 8

Amakell was born during the most trying of situations: her parents were fleeing the first Dahak cultist raid that wiped the Zaphyrie settlement. She spent her youth frequently moving from settlement to ruins and vice versa as the cultists gained significant power in the region, making it hard for her clan to rebuild and resettle. Perhaps these experiences drew Amakell to her current vocation as an archaeologist; fueled by a desire to unlock the secrets of the past to help the future, she hopes to turn the tides for her community. Her knack for languages, especially dead and archaic ones, saw her rise quickly through the Rain-Scribe and Emerald Bough ranks at Magaambya, becoming the youngest dwarven lore-speaker in recent history at age 40. Her thirst for knowledge didn’t end there, as she spent the next few decades exploring ruins across the Mwangi Expanse, where she focused on gathering intelligence on Dahak cultists in the region.

Despite being incapable of casting spells, Amakell was unanimously voted in as the Zaphyrie spiritual leader due to her acumen and tactics. She used her language skills to decode Dahak cultist messages, staying one step ahead of their nefarious plans. With her insider knowledge, Amakell led a team that worked on fomenting dissent among the most loyal Dahak cultists by forging intercepted communication, which allowed the dwarves to watch from a distance as the disorganized cultists turned on each other and the cult imploded from within. She has since led the Zaphyrie clan for 20 years and counting.

Physically, Amakell Inre is of average height and build for a Taralu dwarf. Her long, salt-and-pepper hair is tied in braids dyed the bright colors of a tranquil spring day, light blue interlaced with natural grays. Her piercing gray eyes frequently peer from behind a variety of glasses, which she switches between wearing and perching on top of her head—she stalwartly refuses to use bifocals, as they’re for “older dwarves.” Amakell usually wears bright blue robes with an obscene amount of pockets, plus ornamental finishing and embroideries in gray. She carries her clan dagger on her hip and wields a very sturdy walking stick with a hook that she frequently uses to reach for objects above her grasp. To those that meet her for the first time, Amakell’s high energy can be infectious.

She can hold a conversation on a variety of topics, speaking nearly endlessly so long as her audience remains interested. While she remains highly popular due to her role in dismantling the Dahak cultists, she has attracted a few detractors over the years due to her abruptness and impatience for decorum when there are important matters to attend to. Her demeanor in the midst of an important crisis is that of a flighty squirrel: while talking about one thing, she might switch topics in her head, or she might complete sentences internally but fail to express those thoughts aloud to those around her. Her long-time assistants and companions are accustomed to her quirks and thought processes, however, and can quickly help decode her abrupt turns in conversations for new acquaintances.

Break from Tradition

Taralu clans rarely contact other dwarven civilizations, even the Mbe’ke dwarves to the west. Therefore, Taralu culture has drifted away from almost all the ancestral traditions common among dwarves descended from and raised in the Sky Citadels. Many more traditional dwarves don’t know what to make of Taralu, and meetings between the two cultures can be stilted and awkward. For all of their reputation as mediators, Taralu can be ill-suited for dealing with other dwarves.

Foreign Embassies

Taralu mainly keep to the Mwangi Jungle, but their role as diplomats often puts them in contact with other people that reside within the massive forest. While it isn’t uncommon to see Taralu working with Magaambyan Rain Scribes near Nantambu, they also have a large presence in Kibwe, where they cultivate a reputation as trustworthy guides. Fitting their nomadic lifestyle, groups of Taralu frequently rotate with one another in these cities, maintaining a residence without tying any one person to a single place permanently.


Divine Wyrms

Taralu dragon worship has caught the attention of a few Mwangi researchers at the Magaambya. While most scoff at the idea of a dragon being divine, including many dragons themselves, these scholars can draw more than a few connections between the two. Avistani myths claim dragons to be the shards of lost draconic gods that Dahak ripped to pieces, and even the most evil of Imperial Dragons is undeniably an agent of the Celestial Court. The presence of the sacred wyrmblessed Taralu sorcerers provides yet another clue to add to a controversial pile of evidence.

Dragon Cults of Mwangi

Cults to demons of all kinds are common in Mwangi, including demon wyrms such as Abraxas, but worshipers of Dahak also abound in the Mwangi Jungle. During the Age of Darkness, Dahak rampaged across the Expanse, and his influence still lingers heavily. To this day, the cults of Dahak wreak havoc on the Expanse, ever seeking a way to return their god to the mortal realm so that he can finish what he started.

Draconic Diplomacy

Though Taralu consider cults to evil dragon gods their enemies, they’re ironically more likely to get along with actual evil dragons. Not every evil wyrm is unwilling to converse or bargain, even if the most wicked among their kind are impossible to deal with. Taralu clans have a better track record of treating with these dragons than most, likely due to their bone-deep reverence for such beings—the extra flattery hardly hurts, at least. The Taralu people have managed a tentative arrangement with a half-dozen such dragons, cajoling and bribing them into nonaggression and occasionally begrudging helpfulness.

Pilgrim’s Path

The Pilgrim’s Path is an important ritual which Taralu undertake at least once in their lifetime to commemorate the original vow to Tanin made by the leaders of the Sixteen Clans. With sites stretching across many miles from the old council chambers in the Shattered Range to the middle of the Mwangi Jungle just south of Lake Ocota, this pilgrimage can take even the most experienced dwarf a few weeks.

Taralu Characters

Due to their strong connection with dragons, many Taralu dwarves have the Elemental Heart Dwarf heritage as well as the Energy Blessed ancestry feat. They might also have the Oathkeeper Dwarf heritage due to Taralu’s strong emphasis on keeping their word, or the Strong-Blooded Dwarf heritage due to generations of living alongside toxic jungle creatures. Taralu mediators might take the Surface Culture feat to better act as diplomats to other peoples, while a dwarf with deep religious or cultural roots might take the Dwarven Lore feat. Taralu warriors might choose to represent their strong devotion to their ancestors’ oath by taking the Dwarven Doughtiness or Heroes’ Call ancestry feats.

Sahiba

While exploring the ruins of a Zaphyrie settlement recently reclaimed from Dahak cultists, Amakell stumbled upon a precious cargo that was abandoned in haste: a cloud dragon egg. In her diagnostic tests to determine its viability, she accidentally hatched it, and the baby dragon imprinted on her. Naming the hatchling Sahiba, Amakell vowed to return the wyrmling to its family, though a few decades later, she has yet to find them.

Sahiba never strays far from Amakell and can usually be found coiled in a napping position not dissimilar to a house cat, their eyes alert for any signs of danger. [1]

Références

  1. 1,0 et 1,1 Pathfinder 2 - Lost Omens - The Mwangi Expanse