Kouldarin
Kouldarin culture is a dwarven cultural group of those who primarily reside within the dwarven stonehold of Koulder. This ancient meteor landed long ago and was sent by the guiding hand of Heinsgraft.
Kouldarins try to follow the way of life of the original dwarves. Before Gebarnum gave the dwarves the ability to reproduce as the other races do they were grown from the stone itself.
Unlike most societies, the Kouldarin is split into two major groups: Upper and Lower Kouldarin. Lower Kouldarin reside within the mountain and under ground these Kouldarins are typically wealthy and seen as the higher parts of social strata.
Whereas Upper Kouldarins reside mostly on the surface with some overlap in the highest parts of the mountain of Koulder. They are often the Kouldarins who interact with outsiders most, making them much friendlier and accommodating to the other species in Aris.
Lower Kouldarins largely see them as the mingling sorts. Following the Destruction of Steelheart the Lower Kouldarins traveled deeper into the Underdark sealing the way connecting to the caverns beneath Koulder protecting large portions of themselves from the destruction but also leaving many to die on the surface as well as within the city of Steelheart.
Koulderian Culture is largely a culture of the material, collecting rare objects and resources to bolster one's family and self. Given the disaster that has befell them many of the Kouldarins fell deeper into this connection giving much worship to the dwarven god of Wealth and Greed, Kair.
This is also the origin of the dwarven values of hard work and maintaining one's stone back, standing strong in the face of adversity. The Kouldarin dwarves hold strong to the idea of unity, unlike their Verfelic brethren. This unity helped many dwarves survive the fall of Steelheart.
There is a large population of Upper Kouldarin in the city of Hearthold in Gloomsmead the northernmost province of the Confederation of Kardan. This population boom was caused by mass displacement from the areas surrounding and within the city of Steelheart.
Upper Kouldarin cultural groups are the ones who traveled eastwards and began the colonization of Kardan, these original groups would diversify to a high degree following the destruction of the Kardan World Tree and formation of the Verfallen Desert, splitting into the Verfelic Cultural Groups.
Centuries of conflict with the Celestial Elves derive from intense disagreement of values and land usage.
Large amounts of Upper Kouldarins have begun the rebuilding process of the city of Steelheart following the events of the Battle of Steelheart.
Cultural Norms are variable between Upper and Lower Kouldarins. Mainly on their strictness of them. Lower Kouldarins harkening back to an earlier time before dwarves reproduce how the other races do are incredibly quiet on the subjects of reproduction. There is also very little in the idea of gender and sex in the eyes of Lower Kouldarins viewing most of their kind as the same sharing the same attributes and roles within dwarven society. Whereas Upper Kouldarins connecting closer to the outside races happily take on gender identities beyond the strict singular of the Lower Kouldarins. The Upper Kouldarins also pull many aspects from other cultures given their higher level of intermingling.
The Values of Kouldarins are tied very much to the material and cohesion of the group. The stockpiling of wealth for one's own family is allowed however typically it is seen as stockpiling for oneself. There is a very mixed sense of individualism and communal life. Typically the wealth a dwarf gains is purely for themselves but often extends to their immediate family. A strong sense of competitiveness within Kouldarin dwarves is a driving force of innovation that pushes them forward and helps all within the society.
Given the biology of dwarves, they are often very stone-faced not showing much emotion to those beyond their immediate family. This causes many people to see them as cold-hearted but a dwarf will do anything for those they care for. In close social situations, a dwarf can show intense emotion heating their stony skin causing glowing of all sorts of different colors based on the emotions they are feeling.
Lower Kouldarins cling to the known. The safety of Koulder and what they are aware of brings much comfort to Lower Kouldarins. Upper Kouldarins have intense interest in the unknown pushing them to expand and explore the world around them.
It is extremely out of the social norm to donate wealth or give away money. It is seen as demeaning to receive money as a gift or donation, many Kouldarins see it as a sort of attack on their integrity and self-worth. Because of this gift-giving of any kind is extremely uncommon out of directly discussed plans on a one-on-one basis to exchange things of equal value.
Many Kouldarins would see things such as discounts and specials as a form of gift giving and would decline, paying more money than asked to the value they perceive it as having. It is very common for dwarves to overpay of items if they believe it to have more value therefore dwarven stores often have strict pricing metrics to not get into an argument over an item being too cheap.
Kouldarish is within the larger Dwarven family. There is a large amount of stone grating sounds in dwarven language. It is most closely related to the Gnomish language family and has had much exchange with a more modern version of Gnomish given the close ties between them.
Kouldarin Symbols are dominated by reverence for certain materials of construction and tools:
Forests are symbolic of the unknown, Kouldarins typically wish to stay in open hilly regions and mountains coming from a sense of security in these places, from high vantage points you can see what approaches.
There is strong symbology behind doorways especially those that are locked. A locked door is security that is not to be interrupted, it is often seen as rude to knock on a locked door. An open door is inviting to a Kouldarin, this extends to homes. If a door is left open it is not uncommon for a Kouldarin to enter a stranger's home and be greeted as a guest. Whereas a closed unlocked door is a fluid middle ground, one does not enter but also does not feel fear of reprimand if knocking is done.
Because of this many Kouldarin homes will have a way to show if a door is locked or just closed, often a flow of magma that is pouring when unlocked.
Depth of one's home especially in Lower Kouldarin culture is a symbol of power and wealth. This is one of the reasons the Emperor's Vault and Palace of Clans were placed at the lowest point of Steelheart.
Kouldarin hierarchies are based on depth as well, depth of both space and time. The heads of Kouldarin society are the oldest and deepest-lived individuals. All aspects of Kouldarin society have a connection to this idea. Families are centered around the single oldest member of that immediate unit.
The wider families or clans of Kouldarins also follow this same structure up to the Emperor of Kouldarin society, this individual being the oldest within the council of clans but as political power has been recentered around the Confederation of Kardan many of these older ideas are falling to the wayside in favor of strength a prowess based forms of organization, Lower Kouldarins are reconciling with this change whereas Upper Kouldarins welcome it as a form of social mobility.
Kouldarin religious practices are closely tied to those of the larger Dwarven Pantheon but often steer towards older ways of worship and typically to the original gods. All dwarven gods are seen as a part of a larger body. Each individual but part of a greater whole.
Given Kouldarin's reverence for Koulder and wealth, much worship goes towards Kair, The Roaring Stomach, the dwarven god of Wealth, Greed, and Mining, and Heinsgraft, The Guiding Hand, the god of Stone. However, worship of Korshin, The Aging Head, god of Age, Power, and Time, is base for most dwarven cultures, especially Kouldarins given their age-based hierarchy.
Some sects of Kouldarins resent worship of Gebarnum, The Womb Giver, instead devote themselves to a life of celibacy and block the Gebaration process. See Rituals & Ceremonies.
Piercings are seen as a normal part of Kouldarin religious practices connecting one's body with chains such as the separate body parts of the Dwarven Pantheon .
Kouldarin ritual is connected very much to certain changes within a dwarf. Once a Kouldarin reaches the age of maturity they go through a metamorphic process, where a young dwarf literally becomes a biological man or woman by growing a womb and other necessary organs. Until this age dwarves are indistinguishable in terms of sex. As this approaches large celebrations are held to prepare oneself for the change. Special materials and foods are eaten to help the process. This overall process is called Gebaration. Some Lower Kouldarins despise this process especially those who harken back to a much older time and attempt to push off the process or limit its effects through magical means.
Another important ceremony in Kouldarin's life is reproduction, while biological reproduction like other races is done through a similar process there is reverence for older ways that have merged with modern ideas of creation. Kouldarins will have reproductive sex in extreme heat in areas designated for such, certain buildings designated for this purpose are constructed near lava lakes and thermal vents. This is symbolic of the heat and pressure needed to make a dwarf. It is also done in extremely close quarters.
Beyond this, both the male and female dwarf will spend several months beforehand consuming large quantities of coal, iron, stone, and other minerals to aid in the creation of the dwarf. The mother will continue this process into gestation as many materials are required for a dwarf to be made. In Kouldarin society the father will also continue to eat these minerals to solice with the mother. The inside of a dwarven body is under extreme pressure and heat at this time making movement difficult leading to a more laid-back lifestyle but still working far more than other races do during pregnancy.
The birthing process is done ritually into a pool of water quickly cooling the newly born dwarf as well as the magma-like fluids that exit the mother at this time. Those hardened fluids, called Krisilic, are later used in a variety of ways. Sometimes eaten by the mother to regain strength or saved as gifts to the newborn dwarf during their Gebaration ceremony centuries later.
Kouldarin funerary traditions are seen as very important. Those who die are, in the best case scenario, returned to the original birthing halls of the dwarves where they are placed in a central pool of molten rock and metal said to have been liquid since the original crashing of Koulder and being the original spark that brought the dwarven people to life, often called the Resin. They are submerged into it with all of their acquired wealth throughout life, in metal form, to be returned to the mountain. Much money is spent attempting to bring fallen dwarves back to Koulder for this ceremony as well as in a massive celebration of that given dwarves' life and accomplishments.
There are many cases where this is not possible, the next best case is to be submergence in a lava pool elsewhere or melted and returned to Koulder later.
On very rare occasion, a dwarf will emerge from the original birthing hall in a process known as The Casting. These dwarves are highly revered and seen as a bringer of change. Often becoming powerful politicians, religious leaders, heroes, or other people of note.
These dwarves often go on to form new clans of dwarves, bringing in dwarves from other clans who want a new start. But the clans that currently exist will often via for these "Pure Dwarves" to join their clan giving them new legitimacy and prestige.
5-23 - Skyfall - Day of The Landing of Koulder on Aris - Heimsgraft
5-33 - Emergence - Day of First Creation of Dwarves - Heimsgraft
7-3 - The Embering - Reproduction given to Dwarves - Gebarnum
______ - ECT WIP
10-18 - Coalition Day - Creation of the Coalition of Steelheart
2-7 - Ver'fault Baum - Day of the Destruction of the Kardan World Tree
6-9 - Nielfkin - Day of Unity between Dwarves & Gnomes 2-19 - Cave-in Day - Anniversary of the Destruction of Steelheart
5-4 - Reclamation Day - Day of Return to Steelheart (Battle of Steelheart)
The largest and most extravagant Kouldarin festival is the Smoldering. It is a 10-day long festival between Skyfall 5-23 and Emergence 5-33. It celebrates the time between the landing of Koulder and the First Dwarves emerging from it once it had cooled enough. This is also the Kouldarin celebration of the start of fall once the summer heat begins to cool down.
During this time there are parades in the streets and many families get a small amount of lava from the Resin in a magically infused glass lantern which slowly lets out heat and light until on the final day it extinguishes losing the last of its molten glow. The stone symbolizing the first dwarves is then kept within the home. The shape and color of it give predictions for the next year. At the start of the Next Smoldering festival, all Kouldarin take the stone from the previous year as well as a sum of gold and submerge it back in lava to symbolize the nature of life and death and rebirth that comes when a dwarf is returned to the stone in death.
Kouldarin culture puts a strong emphasis on work and maintaining one's job and home. These dominate the time a Kouldarin has however, they do still have downtime for other ventures. Most pastimes of Kouldarin society are focused on competition and self-growth. Magic is an important part of this, the study of magic and understanding of it is important for the success of any Kouldarin in and out of the workplace. Many games and sports have been created to help in this process.
One dominant sport is Hand Off. Hand Off is comprised of 4 teams of 7. Each team has a pool which they must try to move the most stones too, but they may not touch the stones themselves. They use various cantrips and the like to move the stone around the field, mainly Mage Hand.
The stones can be passed and stolen from other mage hands across the battlefield. Other spells are encouraged to slow down the opponent teams and the individual must keep moving as the enemy teams attempt to break concentration by bumping into those casting.
Each team has 4 casters, 2 bumpers, and 1 protector, each stone weighs 20 pounds so at least two casters are required for each stone.
The bumpers may attempt to knock over a caster with different cantrips or brunt force or pull a stone out of an enemy team's pool. But only casters may attempt to pull the stones back to their pool.
The Protector can try and stop an enemy bumper from taking stones from their pool.
There are many popular Glyph Games that use pieces of cardlike stone infused with magical runes that do small illusionary or weak evocation effects interacting in different ways depending on the game being played.
Other pastimes include boiling hot springs to help soften the skin of a Kouldarin if it becomes too hard and unmalleable. Lava surfing, by riding the back of Magma Serpents, a popular pet in Kouldarin society, a Kouldarin can take advantage of the lava pool and rivers running around Koulder for fun.
Larger Underdark Insects are a popular pet for Kouldarin to have especially given dwarves' natural resistance to poisons making an accidental bite not fatal in most cases.
Also, stone carving and sculpting are very popular pastimes for creating complex artwork and powerful runes with magical infusion. As well as passions such as elaborate artwork. SeeArt.
As of recent gambling has risen as a popular pastime and way to expand one's wealth both on sports and glyph games. In some towns, there are dedicated gambling dens while elsewhere it is done among friends and colleagues.
Kouldarin culture is focused on eating food that is dominated by minerals of the earth. Most food grown deep under Koulder comes from the Underdark where it is adapted to use both magical and thermal energy to grow. The vast majority of these foods are quite poisonous to non-dwarves given the resilience of dwarven digestive systems and powerful kidneys that transform the toxic plant material into needed minerals. Kouldarins typically relate the flavor of these foods to the spiciness of non-dwarven alternatives such as peppers grown by Halfling. However, a Kouldarin would likely see such foods as bland and lacking much kick.
Kouldarin eateries often have two menus as the food they create for non-dwarven customers must not have anything toxic in it. Because of this many other races mistake Kouldarin food for being quite bland as they often forgo adding any spices in fear of killing a different race.
Kouldarin diet during pregnancy comes with the consumption of specially prepared coal and rocks to help the developing young dwarf within.
Kouldarin agriculture is mainly done underground by geothermal vents or near magical laylines growing a wide variety of underfark plants and maintaining many animals that thrive in dark conditions.
The Infamous Snarl Bat is one such of these creatures resembling a mix between a bat and a boar. Its oversized canines make it dangerous for untrained hunters but its domesticated cousin the Hovering Hog has much smaller canines and its larger body mass has left it unable to fly, making it much easier to contain. However, it can still glide great distances.
One famous dish is Swine Flew Stew, a delicious delicacy of the Kouldarin people. Its wings are also often used to make gliders and flexible clothes.
Many farmers also grow a glowing fruit from long vines connecting to the underoot of magical leylines called the Calefax Tree. Its fruit, the Calefax, the orange body is covered in many craterous growths that spit out spurs of flames. The flesh within is very delicate and has a runny texture and is often eaten raw or cooked during which it firms up into a more gelatinous texture. Its orange juice is hot to the touch but is used to make many delicious drinks by the Kouldarin people.
This as well as many other juices and vegetables are fermitted for long periods and turned into some of the world's strongest alcohol. The Kouldarin use of what some would call poisonous ingredients gives flavors unique to them that no other races have been able to fully replicate, especially with Kouldari Ale. This ale made with many ingredients from the Underdark and aged for 400 years in a barrel of obsidian inside of a lava lake is some of the world's hardest to make alcohol as well as bitterest but there aren't many that would pass up a chance to get their hands on some.
The Kouldarin people also grow and consume mild hallucinogens during certain practices such as dance or religious and historical ceremonies to see a shared history and past that is shared by all of them. Though there is a rising issue of abuse of some of these substances by not only Kouldarin but it has also spread to other areas of Aris. This problem is highly prevalent at gambling dens.
There are many Upper Kouldarin on the surface who have taken to a very diverse diet growing many of the surface plants found across Aris domesticated by its many races. These are often incorporated into many different recipes some even finding their way into Lower Kouldarin kitchens.
Kouldarin clothing is primarily centered around keeping one's internal warmth. But several fashion trends have taken root.
Many clothes are made from the fiberlike glowing mushrooms found throughout Koulder's ancient caverns. These clothes glow in the dark making travel easier for many traveling deeper away from the lights of cities. The wings of Snarl Bat are often used to create lacing as well as shawls to keep warm. Head wraping is a common practice of Kouldarin dwarves these heat-resistant head wraps are often filled with hot coal to help Kouldarin maintain their temperature, staying cold to the touch on the outside but glowing with a red heat.
Typical fashion includes well-fit garments of darker colors with a neon glow brought about by the glowing mushroom fiber. There is also heavy use of different types of metal bands and clasps across their clothes and hair. A well-maintained Kouldarin beard is often separated into different sections with metal bands as well as braided into different patterns based on one's family, a well-true Kouldarin can spot a family member simply by looking at their beard or hair braid. A Kouldarin shines brightly wherever they go. It is not uncommon to see runes inscribed on these bands so they maintain their luster and to be sure they do not tarnish.
Piercings are extremely common in all Kouldarin typically piercing their nose, ears, lips, and chin to some degree. Mainly using metals that shine brightly, sometimes incorporating smaller chains connecting these areas of the body. Some Kouldarin religious practices are related to connecting one's body which can be done with these chained piercings this extends far beyond just the face often going all across one's body.
Body tattoos are growing in popularity among the younger generations of Kouldarin pulling from the practices of their Verfelic brethren. Some are runic in their own right enchancing the bodies of these dwarves with powerful magic. Though older and more religious Kouldarin sees this as a tainting of one's body.
Jewelry is a very common part of Kouldarin fashion using various precious stones and metals to create elaborate rings, necklaces, hair clips, clasps, bands, broaches, and other ornamentation that can be worn on or in the body.
Kouldarin architecture is a feat of engineering. The use of finely cut stone and molding of the earth to create elaborate strong structures. In the caverns carved beneath Koulder carved into massive stalactites and up the cavern walls thousands of structures made of an ink back stone of the mountain. On various layers of massive shelves throughout each layer connected with strong solid stone bridges. The use of magma running throughout the city as a source of heat and light in well-constructed channels. Many designs incorporate the glowing magma to light up portions of the city as well as show the detail of the stonework. Magical high-pressure shafts launch magma throughout all the levels of Koulder.
Round shapes are common in Kouldarin architecture large swoops and arches forming long halls and bridges with columns throughout. Obsidian and quartz are commonly used as a foundation for glass creating massive domes and solid panes of glass of massive size crystal clear. This glass helps direct the flow of magma through the city while glowing brightly.
Glowing mycelium covers large sections of Koulder as well as brightly illuminating mushrooms. These incorporated plants give the buildings of these dwarves light and color outside of the basic stonework. On top of this precious stones are used to create different colored paints that are used to create massive murals and paint large portions of stone works never removing all of the base layers but giving amazing color to the cities of the Kouldarin people.
Above ground this is maintained to some degree, rather than building along walls, their cities have much height variation with many stairs and throughways climbing to different portions of their towns. Using other stones and forming them into well-cut stone buildings and walls. Some slight use of wood is incorporated but burnt into some sort of strong charcoal mainly for shingles in roof work. This magical charcoal is also often incorporated into flooring on the surface structures. The bright paints and elaborate design traditions are maintained on the surface but rain causes more issues for these paints, the incorporation of darker colors brought about by use of the charcoal to resist the water-eroding effects. This adds a layer of dullness to the surface settlements compared to above ground but this is nonetheless vibrant.
The use of vibrant paints and inks allows for amazing artwork to be created, but much is often painted on top of elaborate stonework giving much depth to Kouldarin artwork. As well as the painting of statues and buildings all across their cities.
These artworks are done for all sorts of pursuits many telling the rich histories of the dwarven people, the important religious pursuits, as well as personal glory and interests. The Kouldarin people are not much for writing down stories and histories and much prefer to have them carved into stone with beautiful visual storytelling. Most of Kouldarin history is not written on paper, as it wouldn't last anyway, they leave their mark on the stone they live within.
Kouldarin music mainly uses three types of instruments the drum, horn, and bells. Massive horns carved from strong mushroom steams echo far through the halls of their chambers, with drums made from the leather of various creatures echoing deep beats, and finally, the bells made out of various metals and glasses to add both deep and high notes. These instruments are used in all sorts of events such as religious, holiday traditions, and of course festivals. However, it is not uncommon to hear Kouldarin residents simply filling the air of their stony towns with musical song.
Singing is also heavily used in Kouldarin music often along with the beat of drums or to the blow of horns. This singing can be described as gravelly and harsh by unfamiliar ears but the meaning behind the words and level of control of voice shows the amazing styling of the Kouldarin people. Using the echo of the chambers to enhance their voices and spread their singing far.
Kouldarin dance incorporates the use of fabric and metal into the movements and sounds associated with it. Often using fast-paced movement along with the quickly long drawn-out notes of music as well as the attachment of small bells to clothing and piercings to make their bodies a sort of instrument.
The long flowing fabric scarves move along the air, often enchanted with their ends flickering with flame creating beautiful displays of light and sound along with the fast rhythmic moving of the Kouldarin themselves.
The Kouldarin often have synchronized dances causing flame, and light to dance along with them. The throwing of colored powder made from precious stones, metal, and mushrooms interacts with the flames creating intense colors within like fluttering rainbows.
The Kouldarin are also known to use some mild hallucinogens often stored within the powder itself to create amazing shared illusions in the flame using it to tell of their histories and stories as well.
Kouldarins try to follow the way of life of the original dwarves. Before Gebarnum gave the dwarves the ability to reproduce as the other races do they were grown from the stone itself.
Unlike most societies, the Kouldarin is split into two major groups: Upper and Lower Kouldarin. Lower Kouldarin reside within the mountain and under ground these Kouldarins are typically wealthy and seen as the higher parts of social strata.
Whereas Upper Kouldarins reside mostly on the surface with some overlap in the highest parts of the mountain of Koulder. They are often the Kouldarins who interact with outsiders most, making them much friendlier and accommodating to the other species in Aris.
Lower Kouldarins largely see them as the mingling sorts. Following the Destruction of Steelheart the Lower Kouldarins traveled deeper into the Underdark sealing the way connecting to the caverns beneath Koulder protecting large portions of themselves from the destruction but also leaving many to die on the surface as well as within the city of Steelheart.
Koulderian Culture is largely a culture of the material, collecting rare objects and resources to bolster one's family and self. Given the disaster that has befell them many of the Kouldarins fell deeper into this connection giving much worship to the dwarven god of Wealth and Greed, Kair.
This is also the origin of the dwarven values of hard work and maintaining one's stone back, standing strong in the face of adversity. The Kouldarin dwarves hold strong to the idea of unity, unlike their Verfelic brethren. This unity helped many dwarves survive the fall of Steelheart.
There is a large population of Upper Kouldarin in the city of Hearthold in Gloomsmead the northernmost province of the Confederation of Kardan. This population boom was caused by mass displacement from the areas surrounding and within the city of Steelheart.
Upper Kouldarin cultural groups are the ones who traveled eastwards and began the colonization of Kardan, these original groups would diversify to a high degree following the destruction of the Kardan World Tree and formation of the Verfallen Desert, splitting into the Verfelic Cultural Groups.
Centuries of conflict with the Celestial Elves derive from intense disagreement of values and land usage.
Large amounts of Upper Kouldarins have begun the rebuilding process of the city of Steelheart following the events of the Battle of Steelheart.
Kouldarin Cultural Attributes
Norms
Cultural Norms are variable between Upper and Lower Kouldarins. Mainly on their strictness of them. Lower Kouldarins harkening back to an earlier time before dwarves reproduce how the other races do are incredibly quiet on the subjects of reproduction. There is also very little in the idea of gender and sex in the eyes of Lower Kouldarins viewing most of their kind as the same sharing the same attributes and roles within dwarven society. Whereas Upper Kouldarins connecting closer to the outside races happily take on gender identities beyond the strict singular of the Lower Kouldarins. The Upper Kouldarins also pull many aspects from other cultures given their higher level of intermingling.
Values
The Values of Kouldarins are tied very much to the material and cohesion of the group. The stockpiling of wealth for one's own family is allowed however typically it is seen as stockpiling for oneself. There is a very mixed sense of individualism and communal life. Typically the wealth a dwarf gains is purely for themselves but often extends to their immediate family. A strong sense of competitiveness within Kouldarin dwarves is a driving force of innovation that pushes them forward and helps all within the society.
Given the biology of dwarves, they are often very stone-faced not showing much emotion to those beyond their immediate family. This causes many people to see them as cold-hearted but a dwarf will do anything for those they care for. In close social situations, a dwarf can show intense emotion heating their stony skin causing glowing of all sorts of different colors based on the emotions they are feeling.
Lower Kouldarins cling to the known. The safety of Koulder and what they are aware of brings much comfort to Lower Kouldarins. Upper Kouldarins have intense interest in the unknown pushing them to expand and explore the world around them.
Taboos
It is extremely out of the social norm to donate wealth or give away money. It is seen as demeaning to receive money as a gift or donation, many Kouldarins see it as a sort of attack on their integrity and self-worth. Because of this gift-giving of any kind is extremely uncommon out of directly discussed plans on a one-on-one basis to exchange things of equal value.
Many Kouldarins would see things such as discounts and specials as a form of gift giving and would decline, paying more money than asked to the value they perceive it as having. It is very common for dwarves to overpay of items if they believe it to have more value therefore dwarven stores often have strict pricing metrics to not get into an argument over an item being too cheap.
Language
Kouldarish is within the larger Dwarven family. There is a large amount of stone grating sounds in dwarven language. It is most closely related to the Gnomish language family and has had much exchange with a more modern version of Gnomish given the close ties between them.
Symbols
Kouldarin Symbols are dominated by reverence for certain materials of construction and tools:
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Wood: Splintering and weak, not seen as reliable, easily replaceable.
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Black Stone: Strong, sense of home, often used to construct homes or line walls of domicile. Sense of self.
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Grey Stone: Strong, reliable, and not easy to replace.
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White Stone: Off putting, against the grain, non-normative.
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Iron: Simple but effective, ideas of simplicity in life
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Steel: Hard worked, extreme strength, complexity in a goodway
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Adamantine: Unbroken, sense of unity and community.
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Mithril (Electrum): Magic, associated with the metaphysical
- Brass: Gnomish, to exist physically, electric, heat.
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Gold: Symbol of Wealth as well as self-growth
Forests are symbolic of the unknown, Kouldarins typically wish to stay in open hilly regions and mountains coming from a sense of security in these places, from high vantage points you can see what approaches.
There is strong symbology behind doorways especially those that are locked. A locked door is security that is not to be interrupted, it is often seen as rude to knock on a locked door. An open door is inviting to a Kouldarin, this extends to homes. If a door is left open it is not uncommon for a Kouldarin to enter a stranger's home and be greeted as a guest. Whereas a closed unlocked door is a fluid middle ground, one does not enter but also does not feel fear of reprimand if knocking is done.
Because of this many Kouldarin homes will have a way to show if a door is locked or just closed, often a flow of magma that is pouring when unlocked.
Depth of one's home especially in Lower Kouldarin culture is a symbol of power and wealth. This is one of the reasons the Emperor's Vault and Palace of Clans were placed at the lowest point of Steelheart.
Social Hierarchy
Kouldarin hierarchies are based on depth as well, depth of both space and time. The heads of Kouldarin society are the oldest and deepest-lived individuals. All aspects of Kouldarin society have a connection to this idea. Families are centered around the single oldest member of that immediate unit.
The wider families or clans of Kouldarins also follow this same structure up to the Emperor of Kouldarin society, this individual being the oldest within the council of clans but as political power has been recentered around the Confederation of Kardan many of these older ideas are falling to the wayside in favor of strength a prowess based forms of organization, Lower Kouldarins are reconciling with this change whereas Upper Kouldarins welcome it as a form of social mobility.
Religion
Kouldarin religious practices are closely tied to those of the larger Dwarven Pantheon but often steer towards older ways of worship and typically to the original gods. All dwarven gods are seen as a part of a larger body. Each individual but part of a greater whole.
Given Kouldarin's reverence for Koulder and wealth, much worship goes towards Kair, The Roaring Stomach, the dwarven god of Wealth, Greed, and Mining, and Heinsgraft, The Guiding Hand, the god of Stone. However, worship of Korshin, The Aging Head, god of Age, Power, and Time, is base for most dwarven cultures, especially Kouldarins given their age-based hierarchy.
Some sects of Kouldarins resent worship of Gebarnum, The Womb Giver, instead devote themselves to a life of celibacy and block the Gebaration process. See Rituals & Ceremonies.
Piercings are seen as a normal part of Kouldarin religious practices connecting one's body with chains such as the separate body parts of the Dwarven Pantheon .
Rituals & Ceremonies
Kouldarin ritual is connected very much to certain changes within a dwarf. Once a Kouldarin reaches the age of maturity they go through a metamorphic process, where a young dwarf literally becomes a biological man or woman by growing a womb and other necessary organs. Until this age dwarves are indistinguishable in terms of sex. As this approaches large celebrations are held to prepare oneself for the change. Special materials and foods are eaten to help the process. This overall process is called Gebaration. Some Lower Kouldarins despise this process especially those who harken back to a much older time and attempt to push off the process or limit its effects through magical means.
Another important ceremony in Kouldarin's life is reproduction, while biological reproduction like other races is done through a similar process there is reverence for older ways that have merged with modern ideas of creation. Kouldarins will have reproductive sex in extreme heat in areas designated for such, certain buildings designated for this purpose are constructed near lava lakes and thermal vents. This is symbolic of the heat and pressure needed to make a dwarf. It is also done in extremely close quarters.
Beyond this, both the male and female dwarf will spend several months beforehand consuming large quantities of coal, iron, stone, and other minerals to aid in the creation of the dwarf. The mother will continue this process into gestation as many materials are required for a dwarf to be made. In Kouldarin society the father will also continue to eat these minerals to solice with the mother. The inside of a dwarven body is under extreme pressure and heat at this time making movement difficult leading to a more laid-back lifestyle but still working far more than other races do during pregnancy.
The birthing process is done ritually into a pool of water quickly cooling the newly born dwarf as well as the magma-like fluids that exit the mother at this time. Those hardened fluids, called Krisilic, are later used in a variety of ways. Sometimes eaten by the mother to regain strength or saved as gifts to the newborn dwarf during their Gebaration ceremony centuries later.
Kouldarin funerary traditions are seen as very important. Those who die are, in the best case scenario, returned to the original birthing halls of the dwarves where they are placed in a central pool of molten rock and metal said to have been liquid since the original crashing of Koulder and being the original spark that brought the dwarven people to life, often called the Resin. They are submerged into it with all of their acquired wealth throughout life, in metal form, to be returned to the mountain. Much money is spent attempting to bring fallen dwarves back to Koulder for this ceremony as well as in a massive celebration of that given dwarves' life and accomplishments.
There are many cases where this is not possible, the next best case is to be submergence in a lava pool elsewhere or melted and returned to Koulder later.
On very rare occasion, a dwarf will emerge from the original birthing hall in a process known as The Casting. These dwarves are highly revered and seen as a bringer of change. Often becoming powerful politicians, religious leaders, heroes, or other people of note.
These dwarves often go on to form new clans of dwarves, bringing in dwarves from other clans who want a new start. But the clans that currently exist will often via for these "Pure Dwarves" to join their clan giving them new legitimacy and prestige.
Holidays
Important Religious Holidays
5-23 - Skyfall - Day of The Landing of Koulder on Aris - Heimsgraft
5-33 - Emergence - Day of First Creation of Dwarves - Heimsgraft
7-3 - The Embering - Reproduction given to Dwarves - Gebarnum
______ - ECT WIP
Recoginzed Hoildays
10-18 - Coalition Day - Creation of the Coalition of Steelheart
2-7 - Ver'fault Baum - Day of the Destruction of the Kardan World Tree
6-9 - Nielfkin - Day of Unity between Dwarves & Gnomes 2-19 - Cave-in Day - Anniversary of the Destruction of Steelheart
5-4 - Reclamation Day - Day of Return to Steelheart (Battle of Steelheart)
Festivals
The largest and most extravagant Kouldarin festival is the Smoldering. It is a 10-day long festival between Skyfall 5-23 and Emergence 5-33. It celebrates the time between the landing of Koulder and the First Dwarves emerging from it once it had cooled enough. This is also the Kouldarin celebration of the start of fall once the summer heat begins to cool down.
During this time there are parades in the streets and many families get a small amount of lava from the Resin in a magically infused glass lantern which slowly lets out heat and light until on the final day it extinguishes losing the last of its molten glow. The stone symbolizing the first dwarves is then kept within the home. The shape and color of it give predictions for the next year. At the start of the Next Smoldering festival, all Kouldarin take the stone from the previous year as well as a sum of gold and submerge it back in lava to symbolize the nature of life and death and rebirth that comes when a dwarf is returned to the stone in death.
Pastimes
Kouldarin culture puts a strong emphasis on work and maintaining one's job and home. These dominate the time a Kouldarin has however, they do still have downtime for other ventures. Most pastimes of Kouldarin society are focused on competition and self-growth. Magic is an important part of this, the study of magic and understanding of it is important for the success of any Kouldarin in and out of the workplace. Many games and sports have been created to help in this process.
One dominant sport is Hand Off. Hand Off is comprised of 4 teams of 7. Each team has a pool which they must try to move the most stones too, but they may not touch the stones themselves. They use various cantrips and the like to move the stone around the field, mainly Mage Hand.
The stones can be passed and stolen from other mage hands across the battlefield. Other spells are encouraged to slow down the opponent teams and the individual must keep moving as the enemy teams attempt to break concentration by bumping into those casting.
Each team has 4 casters, 2 bumpers, and 1 protector, each stone weighs 20 pounds so at least two casters are required for each stone.
The bumpers may attempt to knock over a caster with different cantrips or brunt force or pull a stone out of an enemy team's pool. But only casters may attempt to pull the stones back to their pool.
The Protector can try and stop an enemy bumper from taking stones from their pool.
There are many popular Glyph Games that use pieces of cardlike stone infused with magical runes that do small illusionary or weak evocation effects interacting in different ways depending on the game being played.
Other pastimes include boiling hot springs to help soften the skin of a Kouldarin if it becomes too hard and unmalleable. Lava surfing, by riding the back of Magma Serpents, a popular pet in Kouldarin society, a Kouldarin can take advantage of the lava pool and rivers running around Koulder for fun.
Larger Underdark Insects are a popular pet for Kouldarin to have especially given dwarves' natural resistance to poisons making an accidental bite not fatal in most cases.
Also, stone carving and sculpting are very popular pastimes for creating complex artwork and powerful runes with magical infusion. As well as passions such as elaborate artwork. SeeArt.
As of recent gambling has risen as a popular pastime and way to expand one's wealth both on sports and glyph games. In some towns, there are dedicated gambling dens while elsewhere it is done among friends and colleagues.
Foodways
Kouldarin culture is focused on eating food that is dominated by minerals of the earth. Most food grown deep under Koulder comes from the Underdark where it is adapted to use both magical and thermal energy to grow. The vast majority of these foods are quite poisonous to non-dwarves given the resilience of dwarven digestive systems and powerful kidneys that transform the toxic plant material into needed minerals. Kouldarins typically relate the flavor of these foods to the spiciness of non-dwarven alternatives such as peppers grown by Halfling. However, a Kouldarin would likely see such foods as bland and lacking much kick.
Kouldarin eateries often have two menus as the food they create for non-dwarven customers must not have anything toxic in it. Because of this many other races mistake Kouldarin food for being quite bland as they often forgo adding any spices in fear of killing a different race.
Kouldarin diet during pregnancy comes with the consumption of specially prepared coal and rocks to help the developing young dwarf within.
Kouldarin agriculture is mainly done underground by geothermal vents or near magical laylines growing a wide variety of underfark plants and maintaining many animals that thrive in dark conditions.
The Infamous Snarl Bat is one such of these creatures resembling a mix between a bat and a boar. Its oversized canines make it dangerous for untrained hunters but its domesticated cousin the Hovering Hog has much smaller canines and its larger body mass has left it unable to fly, making it much easier to contain. However, it can still glide great distances.
One famous dish is Swine Flew Stew, a delicious delicacy of the Kouldarin people. Its wings are also often used to make gliders and flexible clothes.
Many farmers also grow a glowing fruit from long vines connecting to the underoot of magical leylines called the Calefax Tree. Its fruit, the Calefax, the orange body is covered in many craterous growths that spit out spurs of flames. The flesh within is very delicate and has a runny texture and is often eaten raw or cooked during which it firms up into a more gelatinous texture. Its orange juice is hot to the touch but is used to make many delicious drinks by the Kouldarin people.
This as well as many other juices and vegetables are fermitted for long periods and turned into some of the world's strongest alcohol. The Kouldarin use of what some would call poisonous ingredients gives flavors unique to them that no other races have been able to fully replicate, especially with Kouldari Ale. This ale made with many ingredients from the Underdark and aged for 400 years in a barrel of obsidian inside of a lava lake is some of the world's hardest to make alcohol as well as bitterest but there aren't many that would pass up a chance to get their hands on some.
The Kouldarin people also grow and consume mild hallucinogens during certain practices such as dance or religious and historical ceremonies to see a shared history and past that is shared by all of them. Though there is a rising issue of abuse of some of these substances by not only Kouldarin but it has also spread to other areas of Aris. This problem is highly prevalent at gambling dens.
There are many Upper Kouldarin on the surface who have taken to a very diverse diet growing many of the surface plants found across Aris domesticated by its many races. These are often incorporated into many different recipes some even finding their way into Lower Kouldarin kitchens.
Dress
Kouldarin clothing is primarily centered around keeping one's internal warmth. But several fashion trends have taken root.
Many clothes are made from the fiberlike glowing mushrooms found throughout Koulder's ancient caverns. These clothes glow in the dark making travel easier for many traveling deeper away from the lights of cities. The wings of Snarl Bat are often used to create lacing as well as shawls to keep warm. Head wraping is a common practice of Kouldarin dwarves these heat-resistant head wraps are often filled with hot coal to help Kouldarin maintain their temperature, staying cold to the touch on the outside but glowing with a red heat.
Typical fashion includes well-fit garments of darker colors with a neon glow brought about by the glowing mushroom fiber. There is also heavy use of different types of metal bands and clasps across their clothes and hair. A well-maintained Kouldarin beard is often separated into different sections with metal bands as well as braided into different patterns based on one's family, a well-true Kouldarin can spot a family member simply by looking at their beard or hair braid. A Kouldarin shines brightly wherever they go. It is not uncommon to see runes inscribed on these bands so they maintain their luster and to be sure they do not tarnish.
Piercings are extremely common in all Kouldarin typically piercing their nose, ears, lips, and chin to some degree. Mainly using metals that shine brightly, sometimes incorporating smaller chains connecting these areas of the body. Some Kouldarin religious practices are related to connecting one's body which can be done with these chained piercings this extends far beyond just the face often going all across one's body.
Body tattoos are growing in popularity among the younger generations of Kouldarin pulling from the practices of their Verfelic brethren. Some are runic in their own right enchancing the bodies of these dwarves with powerful magic. Though older and more religious Kouldarin sees this as a tainting of one's body.
Jewelry is a very common part of Kouldarin fashion using various precious stones and metals to create elaborate rings, necklaces, hair clips, clasps, bands, broaches, and other ornamentation that can be worn on or in the body.
Architecture
Kouldarin architecture is a feat of engineering. The use of finely cut stone and molding of the earth to create elaborate strong structures. In the caverns carved beneath Koulder carved into massive stalactites and up the cavern walls thousands of structures made of an ink back stone of the mountain. On various layers of massive shelves throughout each layer connected with strong solid stone bridges. The use of magma running throughout the city as a source of heat and light in well-constructed channels. Many designs incorporate the glowing magma to light up portions of the city as well as show the detail of the stonework. Magical high-pressure shafts launch magma throughout all the levels of Koulder.
Round shapes are common in Kouldarin architecture large swoops and arches forming long halls and bridges with columns throughout. Obsidian and quartz are commonly used as a foundation for glass creating massive domes and solid panes of glass of massive size crystal clear. This glass helps direct the flow of magma through the city while glowing brightly.
Glowing mycelium covers large sections of Koulder as well as brightly illuminating mushrooms. These incorporated plants give the buildings of these dwarves light and color outside of the basic stonework. On top of this precious stones are used to create different colored paints that are used to create massive murals and paint large portions of stone works never removing all of the base layers but giving amazing color to the cities of the Kouldarin people.
Above ground this is maintained to some degree, rather than building along walls, their cities have much height variation with many stairs and throughways climbing to different portions of their towns. Using other stones and forming them into well-cut stone buildings and walls. Some slight use of wood is incorporated but burnt into some sort of strong charcoal mainly for shingles in roof work. This magical charcoal is also often incorporated into flooring on the surface structures. The bright paints and elaborate design traditions are maintained on the surface but rain causes more issues for these paints, the incorporation of darker colors brought about by use of the charcoal to resist the water-eroding effects. This adds a layer of dullness to the surface settlements compared to above ground but this is nonetheless vibrant.
Art
The use of vibrant paints and inks allows for amazing artwork to be created, but much is often painted on top of elaborate stonework giving much depth to Kouldarin artwork. As well as the painting of statues and buildings all across their cities.
These artworks are done for all sorts of pursuits many telling the rich histories of the dwarven people, the important religious pursuits, as well as personal glory and interests. The Kouldarin people are not much for writing down stories and histories and much prefer to have them carved into stone with beautiful visual storytelling. Most of Kouldarin history is not written on paper, as it wouldn't last anyway, they leave their mark on the stone they live within.
Music
Kouldarin music mainly uses three types of instruments the drum, horn, and bells. Massive horns carved from strong mushroom steams echo far through the halls of their chambers, with drums made from the leather of various creatures echoing deep beats, and finally, the bells made out of various metals and glasses to add both deep and high notes. These instruments are used in all sorts of events such as religious, holiday traditions, and of course festivals. However, it is not uncommon to hear Kouldarin residents simply filling the air of their stony towns with musical song.
Singing is also heavily used in Kouldarin music often along with the beat of drums or to the blow of horns. This singing can be described as gravelly and harsh by unfamiliar ears but the meaning behind the words and level of control of voice shows the amazing styling of the Kouldarin people. Using the echo of the chambers to enhance their voices and spread their singing far.
Dance
Kouldarin dance incorporates the use of fabric and metal into the movements and sounds associated with it. Often using fast-paced movement along with the quickly long drawn-out notes of music as well as the attachment of small bells to clothing and piercings to make their bodies a sort of instrument.
The long flowing fabric scarves move along the air, often enchanted with their ends flickering with flame creating beautiful displays of light and sound along with the fast rhythmic moving of the Kouldarin themselves.
The Kouldarin often have synchronized dances causing flame, and light to dance along with them. The throwing of colored powder made from precious stones, metal, and mushrooms interacts with the flames creating intense colors within like fluttering rainbows.
The Kouldarin are also known to use some mild hallucinogens often stored within the powder itself to create amazing shared illusions in the flame using it to tell of their histories and stories as well.
Diverged ethnicities
Related Organizations
Related Locations