Urkhaim

From gronkfinder

Urkhaim (pronounced URK-aim) is a dwarven realm within the Northern Wall. The hardy dwarves that live in this frigid land are largely isolationist and rarely leave their mountain homes, only venturing forth into the Aban Steppe during their great hunts and to carry their dead to Tomb Lake.

Geography, flora, and fauna

Urkhaim lies entirely within the snow-capped mountains of the Northern Wall, north of the Khindushar Basin and Mhakan's Trials. The region is cold year-round. There is enough seasonality, however, that in the summers some plants manage to grow around small streams and ponds in the rocky valleys, enough to support small populations of animals like mountain goats and hares, which then provide food for bears and a handful of other predators. At higher elevations up the mountains, where the dwarves live, effectively no wildlife is found, the snowy and icy environment too hostile to support life. Temperatures never rise above freezing, or even get close to it, at the peaks of the higher mountains.

History

The Urkhaim have not always lived in the mountains, and in fact only moved to their current homes several hundred years ago. Previously they lived in lodge-villages within the foothills of the western Cage and along the Eastern Hethalak River, where they made their living primarily through hunting and trade. But this same land was also claimed by the Xuldorai giants, and after many centuries of conflict between the two peoples the dwarves were left with only a handful of scattered communities in the lands up against the mountains.

Eventually it became clear to the dwarves that staying in their remaining villages, under constant threat from the giants, was untenable. Leaders from their largest tribes held a summit in the late ninety-sixth century to determine what course of action their people should take, but their decision ultimately tore the dwarven communities in two. Emerging from their secretive retreat, they declared the Urkhaim would counter-attack the Xuldorai in force, a display of strength that would dissuade any future aggression. As the leaders went about organizing their warriors, others within the dwarven tribes covertly made other plans. Many saw the planned attack as doomed to failure, and themselves inevitable targets of retributive raids, and instead began schemes to flee somewhere the Xuldorai could not reach them. When the day of the planned attack came and the dwarven warriors ventured forth to meet the giants, much of the remaining tribespeople set off as well.

They traveled for months, passing by many potential new lands to settle, each of which they discarded for already being home to someone else. By now the dwarves had lost any trust in others, as their once-allies amongst the targai and gatai of Tomb Lake had long since stopped responding to their calls for aid against the giants. Eventually they found their way to the Northern Wall, where, seeing a rugged and easily defended land with no signs of habitation, they decided to remain.

As for the Urkhaim warriors, most of the exact details of their last battle with the Xuldorai are unknown. What is certain, however, is that they lost decisively. The very few who survived scattered, some finding their way in time to their kin in the Northern Wall after first returning to their now-abandoned old villages, while others fled elsewhere across the steppe.

Demographics

Effectively the entire population of Urkhaim are dwarves of the Urkhaim heritage.

Culture

Religion

Though the Urkhaim follow the gods of the Dwarven pantheon, their practices of worship differ significantly from those of most other dwarves. Relatively little emphasis is placed on the roles of clerics as authoritative religious figures, as instead the Urkhaim have adopted the typical Abaniri view of the divines as entities who must be conversed with on a personal basis. As such, shamans who can aid in understanding the enigmatic speech of the Dwarven gods are important in Urkhaim religious life, and are regularly consulted for their advice. Shamans direct offerings to the gods, performing intricate rites in order to turn the attention of the divines towards their petitioners. Ayen, Solnas, and especially Myrmoris are particularly important deities to the Urkhaim.

Alongside shamans, bone-menders serve another important role in the religion of the Urkhaim. These healers receive patronage from all the gods collectively, giving them their powers of magical restoration, but at a cost. All bone-menders are sworn to lives of silence and neutrality. None are permitted to speak or take sides in any dispute. As a result they are widely trusted and appreciated, welcome even in times of feuds between the dwarven clans, as they can always be relied upon to help tend to the sick and injured. Few bone-menders have homes of their own, instead relying upon the hospitality of strangers as they travel between dwarven communities.

There are few temples to the gods in Urkhaim lands, though their cities are home to innumerable small shrines.

Languages

See also: Urkhaim Dwarven

The Urkhaim primarily speak a language called Urkhaim Dwarven. Largely separated from their dwarven kin for thousands of years, with only the occasional visitor and without access to the Warps, the tongue of the Urkhaim has diverged greatly from the Dwarven spoken elsewhere in the world, beginning as a dialect then turning into a full-fledged language in its own right.

Urkhaim Dwarven has kept the same overall structure and grammar of Dwarven, but the differences it has accumulated, combined with the great influence on its vocabulary from Targai, has rendered the language mutually unintelligible with its parent. Though the Urkhaim are not a particularly literary people, Dwarven runes continue to be used to write the language, with one important caveat. Rather than the typical right to left of Dwarven writing, Urhaim Dwarven uses a boustrophedon style.

Some Urkhaim are also fluent in Targai, but in general the dwarves place little importance on understanding the language of outsiders - it is typical for only political leaders, as well as religious figures like shamans, to be multilingual.

Architecture and urbanization

  • cities are massive reliefs carved out of the mountains, ex: petra, facades in the cliff
    • small cities, and only like three cities total
    • almost entirely urbanized, communal population, no reason for small villages really

Food and cuisine

never did ag before, didn't really have the knowledge/resources to start doing so in the mountains.

functionally no agriculture in the mountains. instead, rely almost entirely on hunting. organize massive hunting parties on regular intervals that sweep through the steppe, gather a ton of food, which is then taken back, preserved, and lived off of until repeating again

Burial practices

  • along the lines of abaniri burial practices, the dwarves inter their dead far away (tomb lake? skula mountains?). have to make the long voyage south for burials in ancestral tombs
    • cold mummified until the travel can be undertaken

Clothing and fashion

  • long hair knotted to indicate clan
  • heavy fur clothes

Government

The Urkhaim govern themselves in a tribal system rather similar to that used by most peoples of Abanir. Each tribe is led by a monarch, which is usually a hereditary position, who then together form a council known as the Three Stone Kings to discuss any matters that affect the dwarves as a whole. Prior to their escape north this council was called the Seven Stone Kings, but four of the tribes functionally ceased to exist after their trek, merging with the others who remained. Though each tribe broadly has latitude to govern themselves as they see fit, the dwarves have grown increasingly closer after their relocation, and generally now defer to the council in most circumstances rather than entirely to their own king or queen.