Dwarven Kingdom
Kingdom of the Great Furnaces
Demographics & Territory
Quick Facts
Population Breakdown
Other Information
Scriptwroughts
Stoneshapers
Golems
Spicedfur Bears
Insignia of the Dwarven Kingdom
Military
The military in the Dwarven Kingdom is filled with a mixture of conscripts and volunteers. Dwarves that reach the age of 50 are expected to be engrossed in a field of work, research, or a trade. If they are not, then they are solicited for enrollment into the Royal Dwarven Military so that they can gain relevant skills to further the Kingdom and prevent a class of Dwarves from forming that lack any ability to contribute to society. The Royal Dwarven Military is defined by three major branches or corps, each is presided over by a ranking General that oversees the training of specialized Soldiers. These three corps are the Hammerfalls, the Scriptwroughts, and the Stoneshapers. Each one produces a specialized Soldier that can be utilized during wartime or as security for the Kingdom. The Hammerfalls are specialized in conventional warfare using a variety of weaponry and expertly trained in all manners of metalworking, they receive formal training at the Golden Anvil. The Scriptwroughts are Scholars trained in magic but also with skills in history, linguistics, and preservation of texts with instruction received at the Dwarven magic academy, the First Furnace. The Stoneshapers are Combat Engineers that specialize in cavern destruction, tunnel making, construction, and mathematics that are taught at the School of Mines.Foreign Relations
The Dwarven Kingdom has diplomatic ties due to its position as a strong trade and education hub in the world. Most of their ties are found on the Northern Continent, above and below ground. The main relations that the Kingdom has are those surrounding the Great Tunnel and denizens of Isekai that live lower in the depth of Káto. Their relations have been forged by trade, knowledge, and expertise. Seldom are strong relations established but they are always enduring and span several lifetimes. The Dwarven Kingdom is the largest entity that uses the Great Tunnel for travel and trade, they see it as a highway from the east side of the continent to the west side that is more direct and skips most of the trouble of traveling overland. While the most convenient entrances that exist are the large cavern mouths near the Timbers of the Furnace and the Elven Forest, west of the Spine of Kallex, there are a number of smaller paths that make travel to the Great Plains, the eastern section of the Elven Forest and even the Fairy King's Wood feasible for medium-sized trade caravans. The Dwarven Kingdom keeps representatives in the surrounding countries that are heavily integrated with trade guilds including the Human Empire, Elven Kingdom, Fairy King's Wood, Cradle of Clay, Coastland, the Kingdom of Gems, and a collection of prominent Silver Elf city-states across the Northern Continent that have interest in their trade. Connections abroad or across the ocean are smaller; despite reaching the eastern coast, there are few Dwarf settlements developed above ground that take advantage of the situation. The Dwarven Kingdom has only recently begun to expand its trade to the Southern Continent through the use of Coastland's well-established naval trade routes. Notably Fire & Gold, Inc. hasGovernment Bodies
The Townships
Individual towns have mayors that are elected by the people and receive recognition from the larger guilds that permeate the Kingdom. This level of government is responsible for the general upkeep of the area, collection of taxes, organization of the local guard, and a variety of life support functions. Mayors have the ability to set officers to handle various functions in the town and employ assets to protect their citizens from monsters or bandits. A mayor has the ability to convene court, preside as an officer of Dwarven Law (or appoint others to do so on his behalf), and even levy banishment as a punishment against dangerous criminals. The banishment levied by a Mayor can only apply to the town which he presides over but he does have the ability to solicit a response of law and order from the Parliament to concur. Typically Mayors will work with Guilds that preside over areas that they fall within but Guilds have a different focus of authority than townships. They are seen as somewhat equivalent but townships are concerned with the immediate area around a town and its citizens while guilds are concerned with larger areas.The Guilds
There are various guilds in the Dwarven Kingdom that are broken down by profession and then by area. Each Guild can only preside over a certain amount of monetary traffic before another guild must be instated. For example, there can be a mining guild that presides over four hundred tons worth of Gold in business after taxes. If the business became too profitable for a span of five years then it would have to split and form two guilds. The reasoning for this is that Dwarven Law dictates that past a certain tonnage of Gold, the number of workers or footprint needed to sustain the operation grows too large to be managed effectively by one person. This makes it so that new guilds are not uncommon during times of plenty or expansion and the consolidation of older guilds into newer ones is an effective way to consolidate experience and resources. Guilds always focus on one profession in particular, this will always be a trade-based profession (mining, smithing, alchemy, carpentry, etc....). The authority of a Guildmaster is such to regulate prices, trade, and give craftsmen a means to connect with larger trade structures in the Kingdom and in the world. Guildmasters and appointed officers can also preside over a court of Dwarven Law but only when it concerns members of their guild. These courts often deal with trade disputes, infractions against other guilds, or even international disputes and issues that need representation in courts of other countries. Typically Guildmasters do not extend their influence to local issues unless it impacts trade and contracts beyond the influence of a single guild member. Guildmasters also have the ability to enter into international deals and contracts as an envoy of the Kingdom. Because of this, they must be instated by a vote from Parliament.The Parliament
Dwarven Law is built on a constitution that is informed heavily by history, scientific research, and theocratic input from the primary deity of the Dwarves. The Parliament is made up of Scholars, former Guildmasters, former Mayors, and priests from the order of Crommel. Members of Parliament are elected officials that are elected as representatives to serve for a span of two decades. These are the experts that create Dwarven Law and preside over serious matters for the entire Kingdom. They regulate the guilds and act as the highest courts in the land, often they receive intent from the Royalty and enact these into laws or advise the Royalty to create revisions turning intent into reasonable law. Parliament grants authority to other branches of government including Mayors and Guildmasters. Without the approval of Parliament, there cannot be a Mayor or Guildmaster nor the formation of a Guild. When disputes appear in lower courts, Parliament has officers that are able to conduct higher-level courts through an appeal system. They also see to the formation of townships, infrastructure of the land, and they manage the treasury on behalf of the Royalty. They have no power when it comes to military actions per se, but they hold a great amount of respect when it comes to council and input because they understand what the country can support.The Royalty
Dwarven Royalty are the ruling class of the Kingdom, they trace their lineage to the first Dwarven King hewn from rock by the hands of Crommel. They have the authority to control the Kingdom and establish directives for the Parliament to pursue in addition to directly controlling the Generals and military forces of the Kingdom. During times of emergency and war, they hold absolute decision-making power. Tradition dictates that they can also establish laws and make decisions concerning the infrastructure of the Kingdom but the Parliament and a constitution were established to ensure a wider understanding of the Kingdom as it expanded. The Royalty follow the tenets of Crommel strictly, they see the care of the Kingdom and Dwarves as a charge given by their deity Crommel. Most members of the royal family are entrenched in the study of religion, history, science, warfare, and traditional craftsmanship so that they do not depart from their roots. It is not uncommon that members of the Royal family will preside over high positions in the Dwarven Magic Academy, the First Furnace, or over a fortress or become Generals. These positions often follow tradition in the respect that the family that was trained in charge of a given branch of the military will likely produce heirs that take the same position. These traditions are not a spoken rule but a cultural tradition that is followed in so much as the heir proves themself able to carry on the duties of their ancestors. A modern responsibility of the Dwarven Royalty, specifically the King, is to induct and grant the status of being a "Dwarf" to one that was not born a Dwarf. It is considered the highest status and honor that an outsider can ever hold because it demolishes any difference between them and a natural-born Dwarf in the eyes of the Kingdom.![](/uploads/images/c21f99c85c661fde0ac0af64c57ea91c.webp)
Really interesting article. I really like that you have made dwarves your own whilst still giving them the typical dwarf feel.