Kurushat is largely a coastal empire, and the climate is similar to that of the Alaskan southern coast, or Scandinavia, but once you get inland, you have either tundra and mammoth steppe, or boreal forest (taiga) and wild mountains. Free northerners still live inland from Kurushat, and many have friendly trading relationships with the empire, although raiding, as is common in barbaric societies, is not unknown. Kurushat, at its peak a few generations ago, stretched down deep into the northern Three Realms, although the settlement of Kurushan citizens of any type, surtur or human, was always relatively light. The territory around Dagan Bay was their foothold, and some cities that still stand, such as Sinjagat, Vuukrat, or Volek Szemenok on Palar Lake were founded by Kurushans. Both the kemlings and the surturs look at Glittering Simashki and claim to be responsible for it, and both races still make up notable pluralities in the population.
Kurushat expanded into the region as the Baal Hamazi empire was fading. The Boneyard gets its name because of the vast armies loyal to the two empires who clashed over the territory, leaving their bleached bones to linger on the sands and among the sagebrush and juniper scrubland, but in reality, few of any people ever lived in the Boneyard, which was called the Indash Desert at the time. As the Indash Sea withdrew, becoming smaller and saltier and more xeric, boats, fleets, and even entire towns were left high and dry, now abandoned and ghostly echoes of Kurushat's expansion into the region. Climate change is only part of what happened to Kurushat, however. As the Empire grew more powerful and more peaceful, its vigor slowly drained, and the concerns of faraway southern colonies surrounded by hostile nations, barbarians and harsh climate seemed much less important to the indolent jeds and jeddak of Kurushat.
Today, the sections of colonial Kurushat that still remain on the map are independent city-states, abandoned by the Empire for the most part, like post-Roman Britain. Some of the surturs and Northerner humans who came during the expansion period remain—or rather, their posterity does. Although never the majority in any of their cities, the Kurushan culture, mostly driven by the surturs themselves who were the carriers of it, are important elements in the cities named above, as well as the surrounding areas, but all of them have also become syncretized and hybridized by exposure to the peoples who were already here, or who have arrived since (such as the area near Bucknerfeld, where Hillman have come right to the edges of the salt flats that ring the Indash Salt Sea.
The surturs of Lower Kurushat, as they still sometimes call the region, are not an overly proud people, seeing the retreat of their empire and the abandonment of their settlements with a mixture of peevishness, but also opportunity to chart their own course in a new land without the oversight of tyrannical jeds and other hetmen. Most have abandoned any notion of attempting to recreate or maintain Kurushan culture, becoming rather fond of the more cosmopolitan syncretic cultures that they live in. Surturs are famously intense in their passions and quick-tempered, but also gregarious and social and more likely to be friendly by nature than most other races (naturally individual personality and situation can cause this to be quite variable.) For those with a darker tendency, this is still true, although their social gregariousness will sometimes manifest as narcissism, degeneracy, and other traits that make them extremely toxic, even if they aren't outright violent and belligerent (although the sharp tempers often make that likely too.)
Like most demihumans in Dark Fantasy X, there is a curse associated with the surturs, which manifests just barely often enough to rise above the level of urban myth to something that is actually verified. There is still a lingering connection of some sort between Muspelheim and the surturs. Every once in a while, a burning flame will find its way from Muspelheim to a surtur person, who will spontaneously combust in a wild conflagration that can consume entire houses, or any nearby people. Luckily, this is rare, but it has been known to happen, and the surturs themselves have a body of lore and old wives tales about spontaneous combustion, how to avoid it, how to cause it in your rivals, etc.
From a meta perspective, it's easy to see the surturs as a kind of northern race, with some similarities to the Vikings, some to more eastern northern peoples such as the Slavs, Finns, or other Siberian peoples, but also a prominent nod toward the red men of Barsoom, which informs many of their names and titles, as well as their fiery yet usually honorable personalities, or at least a culture which demands such, even if individuals may not be as honorable as their culture expects of them. Their supernatural origin, and their ancient clashes with the kemlings make them different than any human culture, real or imagined, however, and those who remain south of the boreal forest barrier that separates Lower Kurushat from Kurushat proper are more likely to be traders, adventurers, mercenaries, occasionally bandits, and a somewhat arrogant overcaste; confident in their superiority, yet mostly imbued with a noblesse oblige to the peoples who live in their cosmopolitan communities. Many of them still act as if the Imperial weight of Kurushat gives them authority, but the reality is that all of the Lower Kurushat area is now essentially independent city-states who must rule themselves with very little if any contact with Kurushat to the north anymore, which is why the various other peoples who live there have risen in prominence socially as the Kurushat Imperial structure retreated to the north.
In terms of terminology, Kurushans and surturs are often used interchangeably, but technically a surtur is a member of the race, regardless of cultural or political affiliation, whereas Kurushans are members of the culture of Kurushat, regardless of race. However, in practical terms, that distinction often doesn't mean too much. Physically the surturs are as tall and robust as a hillmen (or typical white guy, for a real life reference), but are notable for their bright (sometimes unnaturally so) reddish or blond hair, brick red skin that sometimes tends towards sooty in the darkest of them, and red, orange or golden eyes. As the Dark Fantasy X rules suggest, the fire strike ability represents their connection to Muspelheim and their ability to call on the fiery elemental heritage that makes them different than humans.
Bahram Khanwar, an anti-PC villain and iconic surtur |
His perverse and degenerate twin sister Javaira, also an iconic anti-PC. |
Notice the unusual hair that is common to many surturs, and which is often believed to imitate the fire which surrounded their more elemental ancestors. |
A traditional Larch Grove dancer, a pseudo-religious and cultural tradition that goes back to the ancient island home of the Kurushans. |
Although the noble titles of old Kurushat are largely irrelevant in Lower Kurushat today, the scions of the old jed's houses still maintain a status not at all unlike nobility in their demesnes. |
Two typical traveler/adventurer style surturs |
I sometimes forget to focus on intrigue as a theme. Here's a surtur spy. |
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