Uthash Culture
A common culture of the Northern west coast of the Meridian Sea. Much further away from the interactions of the Ayorhah culture there are detectable influences, but the climate and land are more forgiving, punctuated by powerful sea storms. This culture is bonded to natural rhythms and the sea. They have a strong family center and tend toward hero mythology. Architecture is sturdy and shows a heavy weight. Their art tends toward the fanciful and mythological. This area uses dwarven as the language, with common being the second most spoken. Uthash cities are ruled by kings with an oligarchy of nobles, wealthy elite and accomplished warriors.
Uthash culture has grown up from the first settlers along the coast and mountains. The predominant species that founded this region are the dwarves, but not solely. Humans, gnomes, halflings, and even some elves struck out together in a few lifters to settle the region. the original lifters were long since stripped of equipment. The dwarven language is the common language of the Uthgart people.
The climate of their region includes sub-tropical areas at the southern end to temperate all the way north. It encompasses deserts, hills, mountains but mostly grassy plains cut by several large river systems.
Uthash cities come in two varieties; Coastal walled citadels and carved underground complexes. The walled cities are typically designed for defense from the monsters that roam the plains, wandering bandit clans, and the occasional invaders. Coastal cities have been targets of pirate fleets, Githzari raiders and others over time. the walls are unusually thick, typically 20' with rooms and passages and then an inner 20' wall. The oldest cities are made of synthetic stone, the later ones of stone blocks. Within the citadel are winding streets built with cobble stones and a few main avenues. At the center is a large long house several stories tall. this is the home of the king of the city. both a residence and seat of government, often the court administrators live there so they can be of service any hour of the day.
The other kind of city are the underground complexes. These complexes were dug out through rock by the first settlers using automatons and advanced equipment. They have complicated life support and recycling systems that are maintained by automatons that have been tending to their duties for thousands of years. These tend to have a main chamber with an entrance from the surface, with other smaller halls leading off from there. lighting originally was by means of cyphers and numeria but as time has worn on and these have worn out these have been replaced with either gas lights, oil lamps or bio-luminescent fungi or plants bred to produce light. Most signs are carved so they can be read with touch over sight. The complexes will have a chamber below the main hall called the bunker, where the city's king and his court reside. Most servants and courtiers live elsewhere in the complex.
Both kinds of cities are inhabited by many races, though the ones with dark vision tend to live deeper in where they need less light in the underground complexes. The coastal cities are usually more open to visitors as they rely on trade and selling bulk farm goods and lumber. The underground complexes are usually located near mines. These cities are generally industrial and trade metals, stones, gems for produce and livestock. the complexes are less tolerant of outsiders, and because of the enclosed environs tend to be more suspicious and watchful of strangers. Underground complexes have large "un housed" populations who are essentially workers, mercenaries, wanderers who enjoy the lack of weather. These can sometimes breed crime and some cities have criminal clans deeply entwined in the city's fabric.
Coastal inhabitants tend to wear darker colors, though the material will be different based on the climate. The southern cities of Kelifell, Kelosetr, Leikritoft, are warm most of the year so clothing is lighter materials, and the buildings are more open to catch breezes but stout to withstand the storms that boil up from the Meridian sea. These cities have impressive navies and tend to have small capable cavalry to patrol their areas around their city.
Birsidalr, Hlofriskali, Randithorp are densely built up cities of commerce and shipping, they have hot summers and cold winters with a constant breeze and make use of windmills frequently for grain milling and running other machines. these cities have a sense of fashion and produce clothing for many different seasons. These cities maintain navies to protect shipping north and west, and some have permanent infantry and archery units to defend the large open plains from raiders.
Jorniholm, Onundvik, Lakeholm, Arkirvik, Thialfifell, Kulovik, Ginibekkr are deep inland cities that live on river traffic and are centers of trade for farms, ranches, and lumber. These tend to have infrequent powerful storms, dry cold winters, rainy springs and humid summers with these thunderstorms. These cities tend to have paved streets and drainage and purposely built open areas in the citadels for fairs and holding cattle and other creatures being driven to market. These cities' citizens have access to cotton and wool and tend to have plainer clothing styles. These cities military vary greatly depending on the terrain they are defending. Some field cavalry and knights, others may focus on rangers and light infantry, others may keep river boat marines to patrol and rapid response to bandits or raiders.
The hills and mountains house most of the underground complexes. Gabaram, Nargila, Akiram, zarakzar are built into hills and utilize ancient hydro power systems carved into the rock to run mining machines and there are still many relics in use around these cities to aid the mining activity.
Kilbilgun is the only city tunneled into a mountain. Complex dwellers will have brightly colored houses to reflect light, their clothes tend to be the color of the rocks but will have an orange, red or yellow accent to their clothes that contrasts. deeper into the complexes helmets usually hardened leather, are worn because of the likelihood you will bump into something. The deeper you go into these complexes the hotter it gets. The ground is a good insulator, so the deeper levels may have less layers. The upper levels you have a constant temperature of 55 degrees and moisture can condense so inhabitants will have more layers. the main hall is wide and held up by stone and metal pillars. these are usually 65' to 90' tall so individual buildings and terraces line the main thoroughfares. halls that radiate off the main hall are usually just one or two tall corridors with chambers carved off to the sides. Fire and smoke can be an issue, the ancients drilled many vent holes and chimneys, but they can fill up with debris, vermin nests, and dirt over time. All house holds have a bucket or two of sand for putting out fires. doors are thick to keep a fire contained in a house. street food and restaurants are popular and part of socializing in these cities, many homes do not have a kitchen or fireplace either. underground complexes typically mostly employ light infantry as defenders, and heavy infantry to push invaders out. These cities are very hard to capture, a siege could strangle and starve the citizens so breaking any siege is critical.
Naming Traditions
Feminine names
Aznas
Kilmul
Alin
Theli
Umrag
Bali
Fundu
Bifur
Anzin
Grinan
Masculine names
Mili
Gili
Kali
Nainarv
Zuri
Gimli
Gedu
Banarv
Bali
Furi
Unisex names
Thudu
Kurdu
Imlin
Bori
Gwali
Shori
Igin
Family names
Gabundum
Badusharb
Bundumunz
Baragzan
Nala
Bizaraz
Gila
Shazaram
Zirukthel
Kibaraz
Culture
Major language groups and dialects
Dwarven is the core language all are fluent in. Dwarven runes are the common written language. Most political and government documents are printed in these runes. Stone carved runes are common as signage and directions. All races living in Uthash regions will speak this language.
Sea Speak is an accented human influenced dialect of dwarven most commonly found in the coastal cities, the writing is the same dwarven runes, same written grammar. Sea Speak is understood by those who speak dwarven, but for dwarven only speakers can be difficult to pronounce.
Gnomish is a very different language, but Gnomes are typically complex dwellers and use similar dwarvish runes with some additional symbols. The grammar is very different and fully distinct. many will speak both languages if involved in engineering, tinkering, or the sciences.
Culture and cultural heritage
Uthash culture draws from the era of dwarven conquest and their place in the Star Walker hegemony. The dwarves were great engineers making all kinds of orbital and interstellar construction projects, world terraforming and other great feats. The Dwarves want to build and are driven by extraction of resources, and see nature as a bounty to be used. Their colonies are for extracting minerals and resources they need for their building projects. They put protection as highly important value, so they build walls and vaults to protect their property and possessions.
Shared customary codes and values
Uthashites value honor, and are people who value their word. They also tend to hold grudges and feuds between clans and cities can last several generations. As such oaths, swears, and threats are all taken at face value, and people have a disdain for braggarts, and loudmouths who then back out of their claims, or refuse to follow through. Insults can start fights, and in some cases it is rude to not try to demand contests or fights to settle the insult.
Duels are also a part of this culture. Not all duels are to the death, but to refuse a challenge is a major loss of honor. Sometimes it is games of strategy with much betting, wrestling, boxing, and of course both swords and pistols when the situation merits it. This duel has a very specific rites that must be observed. First the challenge, then naming a second. The seconds negotiate either an apology or fair recompense. if that is refused the challenger names the time and location, the challenger the contest. The seconds will negotiate the details or a different apology or recompense. A the appointed time the seconds will negotiate one last time a resolution. if none can be reached the duel will take place, the rules stated. The duel will commence, the winner is declared. All parties depart in a opposite directions. This applies to men and women, and these can draw crowds, but usually only of the same gender.
Cities may have a designated location where duels can take place, it may be in the city, it may be outside.
Average technological level
Uthash are expert builders and can build tall masonry and stone structures and have some of the tallest towers on Alterra made from natural stone and not synth. Paved roads, brick sewers, bridges and other feats of recent engineering dot the landscape. Uthash engineers are often sought by other kings and princes in distant lands when they are planning big engineering projects, or repairs to ancient buildings.
Uthash understanding of cyphers is probably the lowest, with a few experts and a few clans that specialize in them.
Several mountain complexes are experts at the manufacture of steel, and large casting projects like cannons and statues.
Gnomish engineering and experimentation has produced some very complicated clocks, mechanisms, and even crude logic devices.
Uthash produce flintlocks, and muskets very widely, but they like combination weapons a lot, and experiment with various combinations. Their mages will experiment with enchanted muskets and musket balls, so their available weaponry can be quite diverse. Because of this there is also a lot of experimentation with armor and combinations to try to make musket resistant armor as well.
Most coastal cities have dry docks and can produce boats, but they are generally not as advanced as other builders. Cities that want advanced navies will buy a ship or hire those builders directly and have them build it for them.
Common Etiquette rules
Greetings require one to stand and shake hands firmly and quickly. Uthashites do not like to trade hugs and embraces for strangers. Uthashites tend to not look each other in the eye when conversing casually, but will when talking important subjects, it is a cue that the tone and tenor has changed in the conversation.
When meeting a city elite, noble or lord one should rise, give a short bow, and then approach.
Uthashites like to eat and be merry, and it is considered rude to turn down an invite to dinner, and must make good on any future date because of circumstance. It is rude to not share food and drink when eating together.
Uthashites tend to eat with their hands, and may have a knife to cut meats and larger portions.
Common Dress code
Nudity is scandalous. Even at home nudity is not allowed, and there should be some article of clothing for modesty. Nursing should be covered as well.
A person should be clothed and where shoes or boots when out. being barefoot is a sign of poverty or bad manners especially for adults. Clothing should cover from the knees up on both men and women.
Typically men are expected to wear breaches and shirts, women to wear dresses and skirts, but breaches are not unusual, though the cut is different. Work clothes, social clothes, market clothes, and ceremonial clothes are all separate and worn only at specific times and locations. Some inns will ask you to leave if you are under or over dressed, fearing some kind of mischief is afoot.
Armor is considered work clothes for guards, Social Clothes or ceremonial for nobles, adventurers depending on the location and situation may be able to get away with it, or draw displeasure.
Art & Architecture
Dwarven architecture is the root of Uthash culture and art. As such buildings and art are meant to have weight and structure. Most important buildings are made of stone, carefully cut and carved. The round arch and the gothic arch are the favorite architectural features, though glass and light are not as important. many buildings above ground lack windows and instead have open skylights, or rely on internal lighting. This is true of the underground buildings in the open caverns of the dwarven complexes. Some are made of living stone, others are cut stone.
Uthash love dramatic and lurid art. They love to illustrate the historical with a flourish, the fanciful, and love the contrast of light and dark. Portraiture tend to show the subject in action doing something they are known for rather than a pose. The same is true of the stone carvings on the walls of homes, buildings and public art. As a conservative culture that is modest, their art is not.
Common Customs, traditions and rituals
Introduction are by clan first, then your name. The reaction to the clan name is what matters. All the inhabitants of the Uthash lands have clans, humans, halflings and all others. For families that have been rooted in this culture they have a clan and a history.
Birth & Baptismal Rites
When a child is born the father snips a piece of their beard and makes a knot out of the hair and presents it to the child, this is shows that he has accepted the child into the clan, and that he will defend it for the rest of his life. Even bastard children this is may be done so they don't end up clan-less.
Coming of Age Rites
At the age of majority a father presents his child with a weapon or tool, as a recognition they have achieved adulthood. This is done at a large banquet, after this banquet however the child is expected to now get their life in order move out and work, join the military or get married. This is usually a planned series of events to guild apprenticeships, military service, and so far have been arranged.
Funerary and Memorial customs
A Uthash funeral may take a week or more to complete. First the body is prepared and preserved. Then a death mask will be made. If they were important to the clan statues will be commissioned. finally a list of accomplishments and glory for the clan is made. If they wronged another clan that clan may send representative to give a counter list of wrongs. Clan leadership may choose to try to give recompense or refute the claims. This can lead to feuds or alliances, it can be tricky. The body is then interred in a metal casket in a family graveyard, catacomb, or mausoleum. This is not a forgotten place, there are clan members on guard all the time, cleaning, maintaining and refreshing offerings at nearly all hours of the day.
Common Taboos
Never touch another creature's beard, pull it or try to cut it off. This is a deep breach of personal space, clan honor, and to do so may create instant retribution, and it could be lethal. Duels will be challenged if not by the victim, but by the clan members as well. Beards and their design are clan based and a heritage. In order to keep the peace the offender may be deeply punished by their clan, even banished to keep a feud from erupting.
Historical figures
Every clan has a pantheon of founders, ancestors, and heroes who stand out and they have written in depth about, their accomplishments, their positive attributes everyone should strive to be like. If the clan has feuds they will know the history of that offending clan's perpetrators, and accomplices around that offense.
Ideals
Beauty Ideals
For Uthashites raw and rough nature is what forms their ideals of attractiveness. Worn stone, gnarled trees, wave worn rocks. For humanoids they appreciate athletic builds on both men and women, with an eye to starkness. Beards are an important part of male identity, different cities have different braids to indicate where you are from.
Gender Ideals
Uthashites have a binary understanding of gender, males have a certain expected look, as do women. They are not accustomed to having blends or swaps, gender is a part of identity. Gender roles are more flexible in their society, female warriors, scribes, sages, and craftsmakers are not uncommon, however men tend to dominate politics, and titles are paternally passed. Men are expected to be handy, aggressive, and to bias toward action. Women are expected to be more serious, business like and aloof. Both sexes are expected to value family, clan and city honor.
Politically the kings and lords are generally absolute in their power, and for nobility marriages are arranged and important alliances between clans and cities.
Courtship Ideals
Commoners are generally free to pursue mates of their choice. However, men are supposed to make overtures and women should act demure and non-committal. These are supposed to go through several stages, and skipping stages can be a minor scandal. the more important the families the bigger the scandal. At a certain point the couple becomes monogamous and they could be betrothed for a period, and if either of them want's to end it they can. after the betrothal period, usually 6 months to a year, they may get married.
For nobles and elite the rules are different. The clan leadership have arranged marriages, usually negotiated by the fathers. In these the betrothal period begins immediately, and ending it is more complicated, and there will be much involvement of aunts, cousins, uncles and other to try to make the arrangement work out. Usually this ends in a big wedding which could be a public event, or private, but the invite list could number in the thousands. These weddings are political in nature, and signal changes or continuance of alliances, clan importance or changes in wealth and stature.
Relationship Ideals
Relationships are built to earn trust and compatibility. Most marriages are for life. For commoners the ceremony is simple and small. Divorce is unusual, most families once joined try to make it work out, but the laws around it can be complicated and it can take time. In a marriage all possessions, titles, wealth and debt are co-shared. Men and women are expected to uphold their family and clan honor and both may work, but predominately males will take work outside of the house, women will usually run the household. Producing children is the goal of the family unit, and family sizes are usually 3 to 5. Because of these family sizes women tend to spend more of their time at home. Men tend to be dominant in the finances, but women can own lands, take loans, etc.
Who dwells in the depths?
Dwarves and gnomes but also Drow. The Drow don't get along with other elves and many chose to go with the Dwarves, though they don't get along with them either, but in several cities they are comfortable living underground and may have their own section. Drow are a minority and typically do not consider themselves Uthgart. They don't speak dwarven in their homes or businesses, though they all know it. They are loyal to their city's king, but they are outsiders.
Half elves are more common in the surface cities, but because they have dark vision they may reside in the depths as well. Other Uthgart elves avoid those cities for habitation but will visit for business.
Goblinoids are not common settlers in Uthgart cities, but not unknown, they often make their homes in the deeper parts of the cities. Most goblinoids tend to not be culturally Uthgart and make their own settlements far from the cities and either live on subsistence farming or raiding.
Kobolds are residents of all of these cities, few participate in civic life or service. Most interaction comes from day labor or crime so most residents resent and fear them.
Underground Ruins
Not all of these cities survived long, many couldn't maintain habitable conditions, or their mines played out, or they were lost to civil war. many ruins of older cities exist, many forgotten. Those that are known may be inhabited by monsters or other...things. Some are legendary for having a lost trove of cyphers and relics, others for the explorers who delve and never return.
Politics of Uthgart
Each of these cities is independent and has it's own political aims and treaties. There are alliances and rivalries that can lead to aggression. In general the Githyanki are everyone's enemies as their fleets can come down from the north in the spring and summer raiding the coast and trying to extract tribute from kings.
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