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== Demographics == | == Demographics == | ||
Dwarves account for the majority of the population of Barat Rkund. Though much fewer in number, some humans, | Dwarves account for the majority of the population of Barat Rkund. Though much fewer in number, some humans, half-elves, and those of other ancestries also dwell within the great stone cities. A handful of kobold tribes have made their homes under the mountains, often at odds with the dwarves. | ||
A very small number of moon giants live on the peaks of the Karn Andur, mostly occupying their time watching the heavens with little concern for those that live nearby. | A very small number of moon giants live on the peaks of the Karn Andur, mostly occupying their time watching the heavens with little concern for those that live nearby. |
Revision as of 18:39, 28 May 2023
Barat Rkund (pronounced bah-ROT rah-KOOND) is the last primarily dwarven region within Thadria. Its insular inhabitants carry on many of the ancient dwarven traditions and are renowned for their artistry and craftsmanship.
Geography, flora, and fauna
See also: Karn Andur
Encompassing most of the Karn Andur mountain range, the landscape of the dwarven nation of Barat Rkund often poses a hostile environment for those unaccustomed to it. Much of the higher parts of the range remain cold year-round, with even summers being quite cool. Winters in the peaks can be quite harsh. The valleys and foothills, however, have more seasonal variability, with summers that are more typical of elsewhere in Thadria. The mountains block the moderating effects of weather patterns off the Chaska Sea.
A number of streams that eventually unite to form the Amani, Karve, Caerno, and Thura rivers begin in the foothills of Barat Rkund, but due to the mountainous landscape the region has no major surface rivers. There are, however, smaller naturally-formed subterranean waterways, some of which are utilized by the dwarves of Barat Rkund for transport.
Within the mountains there is a significant amount of tree cover, at least below the tree line and in areas without exposed rock faces. Pines, maples, aspens, oaks, and hackberries are common. Other trees include dogwoods, medlars, oleasters, hawthorns, and smoketrees in the lower regions, particularly in the south.
Common mundane wildlife include both small and large predators and herbivores. Mouflon, bears, eagles, wild horses, hedgehogs, leopards, and wild goats are widespread, as are a number of other species. Wolverines and dire wolverines can be found by those unlucky enough to cross their paths in the higher reaches of the mountains.
There are many extensive cave systems in and under the Karn Andur range, many of which are home to entirely subterranean creatures. These range from small animals like bats and blind fish, amphibians, and rodents, to more dangerous beasts. Cave fishers, person-sized crab-like creatures with dangerous pincers, lurk in many of the larger caves near subterranean rivers in search of prey. Cave fishers will attack creatures of up to their size without hesitation, and pose a constant threat to those that travel the underground channels. Giant spiders, both magical and otherwise, also live in the mountain caves.
The dwarves of Barat Rkund tell tales of the crag linnorms that are known to dwell in the more rough and rocky parts of the mountain range. Regions in which these creatures exist are almost universally avoided - even if one is lucky or skilled enough to best the aggressive dragon-like creatures, their poisons and curses can cause persistent lingering damage.
Trolls and athachs make their homes in the Karn Andur. These giants are also usually given a wide berth whenever possible, though they do not frequently threaten the dwarven cities directly.
Occasionally dossenuses, subterranean pack hunters of the Darklands, breach the boundaries between the Darklands and underground dwarven settlements. Thankfully, however, this is a rare occurrence, as once a pack has entered a city they are exceedingly difficult to stop.
Demographics
Dwarves account for the majority of the population of Barat Rkund. Though much fewer in number, some humans, half-elves, and those of other ancestries also dwell within the great stone cities. A handful of kobold tribes have made their homes under the mountains, often at odds with the dwarves.
A very small number of moon giants live on the peaks of the Karn Andur, mostly occupying their time watching the heavens with little concern for those that live nearby.
Culture
Religion
The dwarves of Barat Rkund are religious traditionalists who venerate the deities of the Dwarven pantheon. Chief among these is Tharrus - the largest and most prominent temples in Rkundi cities are always devoted to Tharrus. Temples to Tharrusare not only used for purely religious rites but also contain fully functional forges and the tools to use them; smithing itself is considered an act of prayer, and the temples are loud day and night with the sounds of dwarves deep in worship. The rest of theDwarven pantheon is worshiped as well, if to a lesser degree. Zulka, Annom, and Solnas are thought of particularly highly. Followers of the deities of the Chaskan pantheon are not unknown in Barat Rkund, but few notable temples, shrines, or clergy to these gods exist - they are simply not particularly emphasized in Rkundi society.
Rkundi religious life has been embroiled in an ongoing crisis due to the increasing presence of cultists of Edri. Though still a small minority, Barat Rkund is home to a far larger proportion of followers of Edri than anywhere else in the world. There are few shrines to Edri in Barat Rkund - the god's cult does not believe in constructing elaborate temples, instead squatting in old ruins or hidden sites underground. These are destroyed by Rkundi authorities whenever they are discovered. Some believe the popularity of Edri to be at least partially a factor of the stagnation of Rkundi religious and cultural life. As populations in the region have slowly contracted over the centuries, old cities and once great citadels have been abandoned, their masterfully built halls and fortifications empty and left to collect dust. The reasons for this decline are complex, but many believe the insular nature of Rkundi society has caused a failure to adapt to changes in the rest of the world.
Traditions
While Rkundi society is not xenophobic, there is a certain disregard for the cultures of foreigners. Outsiders are allowed to live in the dwarven cities, and may even find themselves invited to settle there permanently, but inevitably new arrivals run up against the stubbornness of Rkundi leaders. For example, Rkundi society collectively considers the dwarven pantheon to be the only deities it is strictly necessary to worship. As a result, requests from new arrivals to construct public temples and shrines to other deities are almost always denied. Usually, this is not done out of lack of respect for the god in question, but rather because Rkundi leaders do not see how such a structure would benefit the larger community. Concerns about space in underground cities often factor into this as well. Regardless of the justification, new arrivals usually see this as an affront to their faith and soon depart.
Dwarven cities commonly hold grand festivals on the anniversary of their founding, a date that varies from city to city.
Languages
As might be expected, Dwarven is overwhelmingly the most spoken language in Barat Rkund. About half of dwarves in this region are monolingual; most of the rest speak Common as a second language. Among the other half, Thadrian, Telan, and Ishtaran are sometimes also spoken. Other racial languages are generally only learned if they would be useful for that particular individual.
Arts
The music of Barat Rkund is primarily performed using string instruments, especially mandolins, lyres, harps, and basses. Vocals are also a core component, especially using multiple voices in harmony. Songs are often sung communally during work, which helps as a method of keeping track of time. Most Rkundi songs extol the values of worship, labor, history, or the mountains.
Art created by the dwarves of Barat Rkund is almost always as functional as it is beautiful. Craftspeople of all types work not only to create masterful, durable products but also to express themselves and their values through these items. As such, Rkundi art is interacted with directly on an everyday basis - there is no purpose to creating a beautifully detailed and engraved hammer, for example, if it sits on a wall or in a display case. While tools, anvils, armor, weapons, and so on may very become worn, this is not seen as ruining the artistic value. Rather, these items are restored to the best of their owner’s abilities, and the damage received is considered part of the artistic merit of the piece.
In addition to other crafts, carpet making is seen as a valuable and important skill in Barat Rkund. Among dwarves, the emphasis put on this trade is unique in the world. Made of wool or spider silk, these intricate carpets incorporate religious, familial, and historical symbolism into their patterns, alongside written text and shapes selected purely for their aesthetics. In keeping with Rkundi views towards art, these carpets are used to cover floors, walls, beds, and furniture, instead of relegated to strictly display purposes. Rugs vary in thickness depending on their intended use and material. The wool or silk used is dyed using the powder of various ores or insect pigments. Rkundi rugs that are sold to trade caravans are found across the world in palaces and temples, as they are seen as luxury items.
Society
The dwarves of Barat Rkund are highly loyal to their families. One’s experiences and works are seen not only as a reflection of the self, but also of the individual’s family. Most Rkundi dwarves are loyal to their families to a fault, especially to their elders.
Rkundi families keep track of their history using a family chain. Usually displayed in a place of honor in a family’s home, each link in this chain represents a member of the family, alive or deceased. Chain links are connected in such a way as to represent relations between spouses, parents, and children. Each dwarf of Barat Rkund is crafted their link immediately after their birth; this link belongs to the individual and represents them for their entire lives. Upon marriage, whichever spouse takes the name of the other unlinks their link from their family’s chain and connects it to that of their new family. Marriage ceremonies involve connecting the links of the spouses. Links are solid, and therefore disconnecting or reconnecting them requires the link to be broken and forged back together on the new chain. Links from a given family can be identified by the metal and specific blend of impurities they use.
Laborers in Barat Rkund view their activities with a sense of duty. It is not only trained and experienced craftspeople who take pride in their work, but also those who work in the mines, farms, and in other types of manual labor. This is partially out of a sense of personal pride, but also out of a knowledge that properly applying their talents serves their broader community. Occupations tend to be inherited through one’s family. If an individual’s parent was a blacksmith, for example, that individual is highly likely to be trained in that craft from a young age, and join their parent at the forges once they have attained the proper skills. This is not only inherited from parent to child but applies more broadly on familial lines as well; entire families often are engaged in the same profession.
In addition to the other works they craft, some families engage in generations-long collective projects, with the aim of creating a true masterpiece that represents the family and their abilities. Those that begin these projects often do not live to see their completion.
Food and cuisine
The dwarfs of Barat Rkund use livestock that are both common and more unusual. Sheep are kept in surface pens and stables, used for their milk, meat, and wool. Underground, some cave systems are used as stables for domesticated giant spiders. While they can be dangerous to those who do not know how to approach and interact with them, dwarven spiderkeepers harvest the silk and venom of these creatures. Commonly grown crops include potatoes, mushrooms, lichens, barley, legumes, white mulberries, sweet peppers, strawberries, gourds, pumpkins, and others. Foraged food, especially mushrooms found underground, is also widespread.
Cheeses and other dairy products, particularly yoghurt, are core parts of Rkundi cuisine. Cheeses are usually preserved in brine solutions to ensure they keep for longer. In addition to being used fresh, fruits are often processed into fruit leathers for later use. While steamed giant spider legs are a delicacy, these are only rarely eaten as the spider silk is quite valuable. Fish is prized as an ingredient, but not commonly eaten as fishing in the waters underground can be dangerous and the fish themselves are almost always quite small. Among a host of simple recipes, some common dishes eaten in Barat Rkund include the following:
- Peppers or gourds stuffed with barley, fish, or other vegetables
- Pies of phyllo pastry, stuffed with cheese, spinach, and meats
- Combinations of pickled vegetables
- Boiled sheep’s head and feet, frequently eaten if one has had too much to drink
- Potato, mushroom, and mutton soup
- Meats, leeks, and onions in a yogurt sauce
- Stuffed chard, beet, or strawberry leaves
Popular drinks in Barat Rkund include mulberry vodka as well as a form of psychedelic beer derived from the Bloody Tooth mushrooms, only known to grow in the Karn Andur. This type of mushroom is almost entirely foraged from unused cave systems - it is quite difficult to cultivate. Non-alcoholic drinks include mineral water, tea, and fermented milk.
Architecture
About half the inhabitants of Barat Rkund live in the cities, and half live in the smaller outlying towns and villages. This high urbanization is possible as most cities have their own farms, particularly located underground, and therefore are less reliant on rural agricultural output.
Rkundi cities are usually built partially on the surface and partially underground. Flattened exterior cliff faces are common sites for cities - exterior structures include those with defensive purposes, like walls and towers, as well as limited residential buildings. The mountainsides often have facades carved into them, in order to give the appearance that the excavated interiors are actually buildings. Stairs and walkways are also frequently carved into the face in order to provide means of access to higher areas from the exterior. Aside from religious, state, and ceremonial areas, most living and working spaces are relatively cramped - those taller than dwarves may sometimes find it uncomfortable. The underground portions of cities are usually well ordered, laid out in a well-planned manner. As might be expected, stone, usually whatever type is common to the area in question, is overwhelmingly the most often used building material. Exposed rock surfaces of buildings, halls, and rooms are often engraved with elaborate patterns.
Travel
Travel through the Karn Andur can be dangerous, even for those that are familiar with the rough terrain of the mountains. Journeys between cities and other settlements are rarely taken alone. Instead, most dwarves wait until they can gather enough people that also must make this trip and then set off together. In some parts of the mountains, surface travel is discouraged in favor of underground routes. Despite the dangers of the caves, this method is still sometimes safer, if for example it bypasses a crag linnorm nest. Most cave travel is undertaken by foot, but the underwater waterways are used when convenient.
Magic
While magic of all forms is practiced in Barat Rkund, the dwarves that live there have a particular affinity towards magical manipulation of the terrain and interaction with the Plane of Earth. In particular, geomancer occultists and geo-kineticists are far more common in Barat Rkund than they are elsewhere.
Fashion
Male and female Rkundi clothing is quite similar. Outfits usually consist of a long tunic under layers of shawls and wraps. During activities in which loose clothing could be dangerous or inconvenient, cords are used to tie and contain the clothes. The colors and patterns on one’s clothing often indicates to which family and profession one belongs.
Rkundi dwarven beards are traditionally kept in tight, coiled braids. Beads of lapis lazuli, turquoise, jasper, or other gemstones are often braided into beards as well. This style is also adopted by some but not all non-dwarves living in Barat Rkund.
Traditional Rkundi dwarven armor is a form of lamellar. These armors usually only cover the chest and upper legs - tall shields are relied upon to protect the rest of the body. Helmets usually only cover the upper head, with leather flaps over the back and sides. Armor is worn over thick wool padding. Unlike many dwarves elsewhere, Rkundi dwarves prefer lighter and more mobile armor.
Education
Citizens of Barat Rkund have a high literacy rate. Those that can speak non-Dwarven languages can usually read and write in those languages as well. Written works are not commonly published in Barat Rkund, however. Historical and religious stories are generally told through artwork instead of words, and details about one’s trade are almost always shared by teaching them directly. Rather than use broadsides to catch up on news, the dwarves of Barat Rkund prefer to gather in taverns and other communal areas to share information on new developments and events.
Education in Barat Rkund centers around learning a profession or trade. Topics outside these constraints are often disregarded and seen as unnecessary to perform one’s role in society. More Rkundi learn from their parents and families rather than from more formal educational institutions.
Medicine
In the last few decades, a terrible disease has begun to appear in Barat Rkund. Known as Creeping Stone Disease, those afflicted slowly turn to rock, especially when injured; instead of healing normally, the damaged tissue is replaced with stone.
Currency
Rkundi coinage takes the form of narrow bars of metal, each an inch wide, five inches long, and a quarter inch thick. The surfaces of these bars are embossed with designs that indicate the manufacturer, date of issue, the issuing city, and the city's current leadership. Much larger than most other forms of coinage, each bar is worth roughly five times the value of a conventional coin of the same material. For Rkundi dwarves, different denominations of currency can be exchanged not only by switching out coinage but also by literally cutting it. For example, someone who needs to buy six silver bars worth of goods may exchange six pieces of silver coinage, or they may give three-fifths of a gold piece. All Rkundi coinage is designed to be physically divided in fifths for this purpose; all designs on the coinage are repeated so no information is lost.
Government
Rkundi cities have two parallel systems of government that work in tandem with each other.
Diplomacy and the military fall under the purview of the Speaker Councils. The prominent families of each city nominate one of their members, traditionally an elder patriarch or matriarch, to serve as their voice on the Speaker Council. These councils vary in size on a city by city basis, and make decisions using a majoritarian system. Each Speaker Council also has one member at a given time who is given the title of High Speaker - this position rotates between members, as each member holds the title for a fixed length of time. The High Speaker is responsible for making urgent decisions that cannot wait for council deliberation, as well as serving as the face of the council and vetting issues the citizenry wish to bring to the council’s attention.
Trade, production, and other economic matters are handled by the Guildmaster Council. This council is set up very similarly to the Speaker Council, but positions are nominated by the guilds of the city rather than by the families of note.
Region-wide governance is managed by the Council of Dwarves. The mechanics of this council are the same as with the others, with collective leadership and a rotating High Dwarf. Each city’s councilor is decided upon by the city’s Speaker Council, Guildmaster Council, and high priest of Tharrus - all must agree to this nomination, or the councilor is recalled. All councilors reside in Rabuk for the duration of their position.
Smaller communities often forego the dual council system in favor of simply relying on local elders, as at small scales such a system becomes unwieldy.
Culturally, the dwarves of Barat Rkund heavily value the rule of law, and infractions are almost always dealt with by the book. It is quite rare to be granted clemency once one has been determined to be guilty, regardless of the sympathies of the city leaders.
Rkundi cities do not have standing militaries, or usually even regular guard positions. Instead, it is viewed as a citizen’s duty to perform military service when called upon. For the vast majority of the time, this means a rotational guard service where individuals are instructed to put their normal jobs and activities aside for a time to watch the city. Due to this practice, most dwarves of Barat Rkund view it as in the best interests of both themselves and their cities to train regularly, in preparation for when they are inevitably called up again. There are exceptions to this practice, for example for clergy, mothers of young children, single parents, and councilors.
Economy
Though world-renowned for their skills, a sizable proportion of the craftsmanship of the dwarves of Barat Rkund does not leave their realm. In general, most dwarves would rather see their masterpieces adorn their cities, homes, and temples than have it sold off for a profit. However, many works from Barat Rkund are commonly sent out with merchant caravans nonetheless, which nets both the craftspeople and the merchants a tidy profit.
Due to their plentiful natural resources, the cities of Barat Rkund generally import few everyday items. However, ores that cannot be found in the Karn Andur as well as other exotic crafting materials are in high demand.
Some shrewd merchants have realized they can acquire automatons from elsewhere, particularly the Khapeshan city of Peremoun, and sell them to the dwarves of Barat Rkund, who seek to reverse-engineer and recreate such mechanical wonders.