Gulthar

Location of Gulthar

Gulthar is a kingdom located on The Gulth Peninsula along the eastern coast of Alderyon. Though younger than the kingdoms of Uldun, Ankher, and Azan, it is still comparatively one of the oldest clans in Arn. It’s kingdom is not all that big, but it is rich and it is old. The Gulth are known specifically for their unfriendly nature. They are territorial with their lands, making exceptions mostly just for the rock gnomes of Feldwesten and travelers taking the coastal road to or from Solistria. These dwarves are more highly religious than most other dwarves and they have a strong superiority complex towards other dwarf clans and certainly other races.

Gulth "adventurers" are rare and mostly comprised of individuals who sought something different than the *proper* dwarven lifestyle. Perhaps they weren’t keen on who they were chosen to marry or perhaps they weren’t thrilled with the job they were assigned in the clan. They are likely to still be staunchly religious, xenophobic, and emphasize traditional values. Most other dwarf clans see them as socially backwards (and joke that they are all inbred).

 Geography & Climate

#### **Locations & Borders**

Gulthar is located on the northern 2/3rds of the Gulth Peninsula in Alderyon. On it's southern side is its only land border, with Feldwesten. To the north and west is the Saltmarsh Sea and to the east is the Abyssal Ocean.

#### **Climate & Geography**

The climate in Gulthar is arid, partially desert on the eastern coast. This area hardly ever sees any rain. There are some areas along the coast of the Saltmarsh Sea that are wetter and *slightly* greener.

Geographically, Gulthar is dominated at its center by the Hulthan Ridge. To the north and sides there is nothing but the Gulth Scrublands and a couple of small mountains in near the northwest called Jacho Rise (home to a tribe of the Jacho Arrakocra)

#### **Flora & Fauna**

Gulthar is notorious for both it's lack of foliage and its extremely dangerous beasts. Very few humanoids make this area home as it is so inhospitable. Humanoids to be found are usually just passing through. There is next to nothing that grows here except some extremely rare (and valuable) shrubs which are poisonous to eat.

Beasts that make this area home tend to be insanely dangerous and include purple worms, basilisks, and various venomous lizards, scorpions, and snakes.

## Society

The Gulth have a *rigid* social structure. It is strongly socialist in nature whereby all resources are shared equally and there is legitimately no currency whatsoever. However, in their society, every aspect of their lives also has to adhere to their views and be helpful to their communities. Those that go against the grain are harshly punished either through social ostracism or outright banishment is severe cases. Many consider this fate worse than death- the complete shattering of their honor and great shame to their family. It’s not uncommon for banished Gulth dwarves to either take their own lives or to spend their entire lives trying to get back into the Gulthar's good graces.

**Gulthar Clan Member Structure**

The life of a Gulth Dwarf is extremely structured, with various milestones and titles, levels of prestige, and responsibilities. Those that refuse to conform face exile. From birth to the age of 50, dwarves are considered "Onagarda" or new clan members and are mostly free to be children. Once they are old enough to obey orders from their mothers and complete simple tasks (usually around 15 - 20), they are given their first responsibilities- usually chores that involve cleaning, being messengers, or similar. At age 50, upon reaching dwarven young adulthood, they become "Rungarda" or learning clan members- apprentices essentially. A job title is chosen for them by their mother and the clan leader based on what they would be most skilled at. This apprenticeship period lasts 15 years, and some dwarves are moved around until the correct fit is found. At age 65 a dwarf becomes a professional in that field and chooses a patron deity to champion. Once becoming "soul-sworn" or "Helafumh", all things they do in this life are for the glory and in worship of, this patron and for the good of the clan.

Most dwarves are expected by age 100 to get married but can be married as early as 75. When a dwarf chooses to get hitched they visit the stronghold's match-maker and a marriage is arranged by them along with their father. If a dwarf never chooses to marry by the age 150 (middle age) they are no longer eligible to see the match maker and they will not be permitted to retire for an additional 50 years as punishment (they are literally "married to their job"). Regardless of when this marriage occurs, it occurs for the *purpose of procreation* and if no child is conceived within 10 years the marriage is dissolved and considered a failure (a shameful thing). All gulth dwarves should have at least one blood heir of either gender by the age of 110 and to not do so is considered shirking responsibility in regards to the future of the clan. Gulth dwarves are permitted only two children, more than this is considered irresponsible and could result in punishment or exile as the third child is seen as being a pull on limited resources and causing overpopulation. Dwarven mothers are given a grace period of 5 years after the birth of each child to put aside their profession and concentrate on rearing that child properly. Then they must take up their profession once again (there are gulth "daycares" that watch dwarves up to the age of 20). Once a couple's second child reaches the age of Rungarda, most marriages are officially dissolved, though they may choose to remain living in the same quarters.

All Helafumh must work in their designated field until the age of 200 (unless they refused to get married or had more than two children- then its 250). By this age they gain the title of Olorgarda or senior clan members and if they so wish they may retire, choose a different job of their own choice, travel, or otherwise do as they please until their death by old age around 300. In general, the *honorable* thing to do, which *most* do, is to continue working until one is either physically incapable and become "Masters" of their profession who are dedicated to teaching new Rungarda.

#### **Racial Tolerance**

The Gulth are hugely racist against anyone who is not a dwarf, and, even still, are prejudice towards dwarves who are not from Gulthar. They consider non-dwarves to be fragile, woefully ignorant, immoral, barbaric and instinct driven, *lesser beings*. Outsider dwarves are considered to be "misled" or morally compromised due to their lax worship practices, greed for wealth, and excessive pride. They will, after being screened by a priest or priestess of Hulthan, allow outsider dwarves within their halls, but no others. They hold slightly less prejudice towards rock gnomes who have similar interests in the fruits of the earth in comparison to the other races, but still consider them less than dwarves. There are *stories* of *very* impressive or powerful gnomes who had converted to dwarven worship being allowed within dwarven halls, but nothing on official record.

Every 300 years or so, Gulthar takes part in what they call *Surfazara* or "blood seeking". In such a closed off society, the Gulth are careful not to take part in inbreeding, so they send out special missionaries to other dwarven strongholds to convert (mostly Rungarda aged) dwarves to the ways of The Five Perfect Deities and they bring them back to integrate into society. These members are considered "Onasura" and do not have the same level of prestige as full-blooded Gulth dwarves until they produce a child with one of it's members. They will often still be considered something like an "in-law" for their entire life. If they are unhappy here and choose to leave, their child must remain with it's Gulth-blooded parent unless they are able to successfully sneak out with them (which would be no easy feat and they would likely be pursued).

#### **Sex, Gender & Orientation**

Sex and Gender are extremely important tenements to Gulth communities and must be strictly observed. Non-conformity is often met with outright expulsion except in the case of *sex* non-conformity. Male dwarves take part in mining and blacksmithing. Female dwarves take part in administration and child rearing. Male or Female dwarves can work within the Sun Caves or as magical practitioners though they tend to be female. Either gender can be stronghold guards or hunters, though they tend to be male. Anyone can join a temple. Marriage is considered a contract and is not based on love (there is a community "match-maker") and is entered into with the goal of procreation (so no same-sex marriages). The only dwarves who tend not to marry are those who do not conform to their birth-sex (which is not considered taboo- just rare). Gender Non-conforming dwarves must fully embrace their societal role as the opposing gender and if they marry it must still be someone of the opposite sex (and gender role) with the purpose being procreation. (For example, a female-sex but male gendered dwarf could work as a miner but he would have to marry a male-sex but female gendered dwarf who would take care of the home and raise the children. These two would most likely be set up by the matchmaker (though it would be one lucky match).

Love-based relationships are considered highly taboo- they are seen as fleeting fantasies, selfish and an unnecessary cause of drama and strife and jealousy. Adultery after marriage is *highly* punishable- especially in differing-sex relations which could end in bastard children (a very very deeply shameful accident most often ending in expulsion of both parents and the child). Often most dwarves of a strong romantic nature find their ways out of Gulthar before being forced into an unwanted arranged marriage in the first place- others often run away with their lovers before they can be caught.

#### **Demographics**

Gulthar is approximately 90% Dwarf and 5% Aarakocra. The other 5% is composed of traders and temporary travelers of any other of the races (though usually humans or gnomes passing through to get to Solistria). The small ports of Elfway and Fenwatch are mostly human but also contain some elves, dwarves, and gnomes. This peninsula is home to some extremely rare flora that is only known to grow here and is coveted by alchemists and poison-makers who will sometimes dare journey here.

 Culture & Society

### **Culture**

The Gulth are staunchly traditional, a bit like the Uldun Dwarves in their culture. Like most dwarves, the heart of their culture is mining and crafting. It is akin to their religion and all parts of the process are considered sacred to them. All that they craft is for the glory of their divine patrons. Their creations are not so impressive that they rival Uldun in quality, Ankher in creativity, or Azan in enchantments, but they are still vastly superior to what most human blacksmiths can do. This is partially due to the mountains they call home which are not rich in any ores that are particularly precious other than gold and silver. They are more interested in creating sturdy alloys. Their creations might not always be beautiful, but they are built to last. Gulth Dwarves exist now probably exactly as they did when they first surfaced. Not much has changed at all and this is what they prefer. They like tradition and remain happily static in their ways.

#### **Views on Magic**

In Gulthar, abjuration and illusion magic is fairly common- mostly in the protection of dwarven halls from outsiders. The Gulth actually discovered magic on their own and through their religion as opposed to learning it from the elves. Clerical magics are generally welcomed (as blessings from the gods) and traditional arcane arts like evocation or transfiguration are acceptable, if not uncommon. Necromancy used offensively is considered shaky territory and, if used against a fellow dwarf, grounds for expulsion or death in serious circumstances. Compared to other societies, their magical knowledge *is* slightly limited. Most arcane-gifted dwarves are natural born sorcerers, though some do get their knowledge through study. Spell*crafters* are all called Zandanol.

Most strong magic users become a part of the **Order of Spellcrafters** (Zanadanol il Sammathan) and they are in charge of upholding illusion and enchantment spells which keep Gulth strongholds hidden and secret, as well as providing other arcane services like alchemy or divination. The Order of Spellcrafters is typically composed of three branches: Zanasur (the natural- sorcerers, (secret) warlocks, druids or rangers), Zanarune (the studious- wizards and alchemists), and Zanazoh or Zana'ulzoh (the blessed- paladins and clerics). They either work as general stronghold arcanists which serve the public however they require or they specialize and join into the other areas (farmers, miners, guards, etc) as contractors.

#### **Religion**

Gulthar is an *insanely* religious society and their halls are littered with temples and alters. Everyone in this society, upon reaching maturity, is assigned a profession and role in society. After an apprenticeship each dwarf is "Sworn" or become *Helafumh* to one of The Five Perfect Deities and everything they do is directly for the honor and worship deity. There are only five dwarven gods (**Gro** **Khazin Zohz** or the Five Perfect Deities) who are **legal** to worship within the dwarven halls of Gulthar and they are Gwandyla, Thodhar, Mavrin, Bruselle, and Hulthan. The others are called the "Flawed Deities" or **Sabrak Zohz**. Worship of Dolbrek is analogous with greed and pride, Balmir with adultery and violence, Mhrgala with traitors and lack of dedication or responsibility, Baerna and Helora with anarchy, and Tulmir with a lack of morals or respect. Those that farm (in the "sun caves") or take part in cooking and textile production/tailoring tend to worship Gwandyla. Those that take part in mining and blacksmithing worship Thodhar. Those that take part in administration, law, and child rearing worship Mavrin. Those that guard their lands and hunt worship Hulthan. Dwarven spellcrafters worship Bruselle. *Thats it*. Doing anything shameful or un-dwarflike is believed to bring retribution from your chosen deity onto the community as a whole and is a grave ordeal with harsh punishments.

If one is not considered able to fit into one of these five areas of Gulth society by the age of 65, they may choose to be a *zithdwarv* or clan-less dwarf and leave Gulthar or choose a god and become a ward or acolyte of their Zohima or chapel. If they should be chosen by their god for divine power they can rise up in the ranks and they can become stronghold healers, divine spellcrafters, or accompany hunting parties for additional protection. Higher level temple positions are also involved in Gulth court proceedings. Those that are not chosen for divine power sometimes become scribes or missionaries, but most eventually choose to leave Gulthar unless they have the patience to wait for their 150 years of service to be complete (wherein they are allowed to become "honorary" Deacons of the temple or to become "Senior Clan Members" or *Olorgarda* - senior dwarves in Gulthar whom can do as they wish- this being an option for any other dwarf over the age of 200). The churches are highly bureaucratic and hierarchy based, with strict rules, laws of succession, and appointed jobs. For specifics see Temple of the Five Perfect Deities.

#### **The Arts & Architecture**

The Arts of Gulthar tend to involve metalwork and sculpture and is not done for wealth, but to honor the gods. Most art is done with a deity in mind and is considered an offering. Most stories or songs are composed within the temples and are also for worship purposes. The Gulthar have kept a recorded history, but they are not particularly known for their creativity or interest in the humanities, so most of their records are financial or governmental in nature.

"Arcitecture" within Gulthar strongholds tend to be plain and smooth and unadorned, save for in temples, which are lavish. The Gulthar dwarves are masters of deception and like to create trap-ridden labyrinths all around their strongholds so that those who would dare enter uninvited would have a hell of a time even managing to make it in with their lives. They, of course, have their own hidden entrances. Their strongholds are some of the hardest to breach in the world, and to this day their main stronghold has never been breached by denizens of the Underdark nor dragons.

## Politics

#### **Government**

Government is clan based, with a central ruling clan kingdom holding power over the other ruling clans. Typically a stronghold will consist of that mountains clan leader (usually still related to the royal clan, but not required) and the lesser ruling clans in charge of specific areas of society. The power structures within the clergy are the only area not effected or ruled over by the dwarven aristocracy and in fact exist as a check against the powers of the crown. Those who work under ruling clans in the so-called middle management or administration are typically females. Female dwarves, as mothers and housekeepers, most often worship Mavrin who is the upholder of tradition, so it is therefore often within their purview to enforce proper Gulthar tradition and law. Many female dwarves serve in the gulthar courts as well as mediate interactions between the various professional spheres.

#### **Laws**

Many laws in Gulthar are based on religion and the society is fairly theocratic in nature and others punish non-conformity. Blasphemy is a serious transgression. Worship of foreign gods is too. Using offensive or enchantment magic upon another dwarf is grounds for punishment. Making pacts with non-deities (ie being a warlock) is illegal and refusing to choose a patron god at age 65 is grounds for exile. Dwarves who refuse marriage are not allowed retirement until the age of 250 as a fine for not contributing to the future of the clan. Having more than two children can also result in exile unless both parents also agree to work to 250 years of age. Adultery during marriage which could result in bastard children is grounds for exile. Refusing to work one's assigned day job for any reason other than severe illness can result in punishment as well.

#### **Foreign Relations**

The Gulth want nothing to do with other races and clans, and that about sums them up. They want to be left alone to worship their deities in peace. They were the only dwarves in Alderyon who did not sign the Sunmantle Accord, and preferred to protect themselves. The Gulth Peninsula is a wild and savage area full of extremely dangerous beasts, so many aren't that keen on trying to visit anyhow.

The Gulthar Dwarves have an amiable relationship with the gnomes of Feldwesten, as they were the ones who offered that land to them. They did so in order to keep a solid buffer between them and the human lands of Ilann, and to have a group of people they could potentially trade with that was not humans (whom they see as invading parasites).

In recent times, humans have erected the small port towns of Elfway and Fenwatch on two of Gulthar's coasts and formed a travel route (The Gulth Highway) between them in order to easier reach Solistria. Initially, Gulthar sent troops out to destroy these unsanctioned towns, but they managed to work out an agreement. As long as the humans and other travelers didn't go further north than the designated path along the coast, they would not be slaughtered. Any who dare attempt to approach the mountains would not be guaranteed even a warning shot. Both of these towns are also outfitted with a small group of official Gulthar guards that rotate in and out and keep an eye out for anyone who might plot against or threaten their kingdom.

## Economy

#### **Agriculture**

The Gulthar dwarves have a unique way of farming. One of their mountains is home to a natural underground water source, and over it they have built a series of "sun caves" or *endar'dwar* with openings in the ceiling. Within these sun caves they grow a small variety of crops- primarily a grain they call "muna" which is actually amaranth, a unique native potato, and a type of bean. They also have dark cave farms (endar'duer) for traditional dwarven fungai and algae. Another mountain of theirs has a large hidden caldera at the top, and within is a large settlement where they keep goats llamas, and alpacas. They actually have a deal with the nearby Aarakocra to not prey on these and instead help protect them in return for trade. For dwarves, they are unusually self sufficient and do not have to rely on trade for anything.

#### **Major Industries**

The Gulthar Dwarves main industry, as per usual for dwarves, is mining and blacksmithing. Their other main industry is, surprisingly, hunting. Hunting is a strangely important part of their culture. They are known for hunting unusual and dangerous game out within the steppes of the gulthar peninsula. Their third largest industry, oddly enough again, is actually agriculture.

#### **Trade**

The Gulthar take part in extremely minimal trade, and it never involves inviting others within their halls. They send the occasional merchant to visit the gnomes of Feldwesten or the nearby Aarakocra tribes. They export mainly ores and gems and are a bit stingy with their blacksmithed wares (though they might sell the "inferior" ones). They arent want to share their creations because they do not think others are worthy. They will trade only to those who offer things that they find extremely impressive, like rare ores/minerals and occasionally wood or textiles. They prefer their own grown food and do not have any imported in like most dwarven kingdoms.

## Crime & Major Threats

There is next to no crime within the halls of this kingdom. There is primarily just blasphemy. Along the "Gulth Highway" on the northern coast one might find bandits, but proper crimes like theft and murder within Gulth cities is exceedingly rare and dealt with very harshly.

### **Outside Threats & Raiders**

This area is so inhospitable that not even orcs, gnolls, or goblinoids attempt to survive here. Aarakocra still live within the mountains and may steal from those traveling through the area. Sahuagin can be found along the coasts, though they don't tend to venture inland.