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Knurl Sartos Kingdom

A kingdom as strong as the skin of its native inhabitants, Knurl Sartos is considered one of the longer lasting countries even if governments have changed over the centuries. Considered proud and stubborn under the right circumstances. Citizens growing up in Knurl Sartos live among the dwarven people, ruled by their current king, King Soot Hammermight. In the underground dwarven cities, mainly located in the mountains, people of Knurl Sartos might be considered prideful to a fault, though when an oath is given it will be fulfilled until death. Hardened by the mountains, their ideas, promises, and stubbornness are tough to chip away at. If it is to prove a point or prove themselves, dwarves and the people of Knurl Sartos will not give up. Others may criticize the kingdom as acting similar to one large corporation, then again, the kingdom has existed for so long that the pursuit of money may not be so terrible.

Structure

For international political reasons and to not confuse the common folk, King Soot Hammersmith has for example been crowned 'king', however the leader of Knurl Sartos retains a different title officially within the government. The Managing Director, otherwise known as the King or Queen of Knurl Sartos, is by law the official part owner of Kell Konligarn®, the government of the Kingdom. Next leadership falls to the Chief Executive Director following the Board of Directors, General Managers, Managers, and Staff otherwise known as the citizens.   Managing Director
The Managing Director or dubbed as the "Hammer/ Ib-bekhaz has a 50/50 share of Kell Konligarn® while the other half is owned by the Board of Directors. As Managing Director the responsibility of the King or Queen is to govern as an executive power on the Board of Directors with no true tie to any of the Director's guilds. Additionally they are one of the main faces for the kingdom and are likely to meet with other international leaders should the occasion arise. Anyone hoping to become a managing director would do best to learn and listen to every trade as allegiance to one guild or another may cause others to be suspicious of a leader's true intentions. By claiming no one true alliance with one guild or another, the guilds may be judged equally and considered during the Board of Directors meetings. As one of the top ten richest people in the kingdom the Managing Director is likely to pass the business of ruling through the generations to their children. If they continue to run their government efficiently, the profit will continue to roll in highly and regularly.   Chief Executive Director
Unofficially dubbed "the Handle/ Kenar, the Managing Director relies on their Chief Executive Director when handling their business. The Managing Director may cut through the competition, the Chief is there to assist. A difficult job lies in store for the Chief as the Managing Director relies on them for guidance, to bounce ideas with, maintain business meeting schedules and to sometimes step in when the Managing Director becomes indisposed.   Board of Directors
The Board of Directors, otherwise known as the richest guild leaders and the "Bolts/ Amkur, are a council working to together or occasionally against each other for the attention of their Managing Director. Typically multiple guilds of the same service exist for the public to choose and work with. The most profitable company of the field is likely to gain a seat on the Board, however poor business management or a crash in an area of a market could easily dispose of one company for another.   General Managers
Earning the nickname "Anvil/ Dehar", General Managers need to be strong and steady for the vast number of managers and customers they oversee while occasionally taking a beating from the Nails above. General Managers oversee the guild in vast regions of the Kingdom compromising multiple cities, towns, or villages. Working with local Managers while also consulting with their Director or Nail should issues grow too vast for them to handle alone.   Managers
Considered "Greasers/ Dafat, Managers work on a local level reporting their profits and other information to their General Managers or Anvil. Managers will have a handful or hundreds of employees working under their control. Because these individuals work closer to the ground, their work is sometimes considered more vital than other higher positions because it is they who have the closest relationship to their consumers whether its dealing with customer issues, local guild issues, or following through on changes within the guild, the Manager grease the wheels for a business to run successfully.

Public Agenda

Overall, the common dwarf citizen pursues one value: gold. But do not mistaken this for greed, rather the pursuit of money is to earn it and spend it. The sheer competition of business is the thrill of life and to share it with friends or family. Hoarding money is seen as useless unless their is reason to save such as for an investment or to buy a gift for someone special. Those unaccustomed to these citizens might believe them cold and distant, especially in a professional setting. However, when the work whistle blows and it becomes the after hours, citizens relax and become much more friendly. Because of their tough and hardy nature they might seem aggressive in their criticism and close friends and family embrace each other tightly. Local citizens and a must in dwarven culture will often contain family names and first names related to gems, stones, and the earth.

Assets

Naturally the Kingdom is enriched with the natural resources of aluminum, rock salt, diamond, silver, gold, and timber. Due to their mining, masonry production, and other rock related businesses gravel is another abundant resource. Considered the "jewel" of the crown, the capital Hønefoss is the wealthiest city in the kingdom and one of the largest. Not only does the Managing Director or King reside under the stones of the mighty mountain that houses this city, but most of the Board of Directors live here as well.   Additionally riches are found above the mountain cities in the forests above where a good number of strong trees make up the timber products for export trade.

History

At least 8,000 or more years ago the first dwarves made contact with other dwarven groups in the mountain ranges, dotted around the globe though many groups were predominately living in what is today’s Knurl Sartos. According to the common calendar, Y.C. 3292, enough bands of dwarves decided to better organize and established what is considered one of their first governments. In the following years these bands decided to seek out their kind, descending the mountains and coming across some of the other races. First contacts across the globes ranged from excellent to disastrous. Particular strain occurred between the tieflings, dragonborn, but especially the elves. According to Knurl Sartos history, some which has been lost, major fighting occurred with the elven powers at the time and the dwarves were on the brink of losing, particularly during Naragminamu Abshâg/ Beleg Tinechor.   Hammer Blackpit slowly gained power, known for his way with words and tactical strategy, rose through the ranks to the point of becoming the right hand man of the dwarven powers. At a conference in Y.C. 3299 with the elves to determine terms of defeat, Blackpit emerged from the shadows and assassinated the elven leader at the time in a surprise attack with a dagger. Blackpit’s associate created a mirror image of Blackpit while the original dwarf dropped from the ceiling onto his target. Surprised, though spurred on by Blackpit, the dwarves at the conference attacked the remaining delegates, slaughtering the party. Once news reached back to the dwarven public, they hailed Blackpit a hero and he usurped the current leader, seen as a weakened failure at this point.   Despite this victory, Blackpit ordered all forces to return to their originally established strongholds and for the elves and others in the surrounding areas, it was if the dwarves disappeared. Suddenly, five years later in 3304, the might of the mountain fell like a hammer and it reverberated around the world. In the years of peace, Blackpit pushed the bands into organized mass industry and they launched a large scale attack to reclaim surrounding lands. A particular goal was to reach out to other dwarven mountains around the world, to unite them. Due to increased propaganda and increased nationalism, dwarven citizens were unaware of the brutal campaign occurring beyond their original borders.   Fighting between the main elven forces and dwarves lasted another 50 years with common citizens unaware Blackpit’s government growing into a complete totalitarian society. Strict curfews, extended working hours, and rations slowly began to diminish the enthusiasm for the war. Noticing the drop in morale, Blackpit was determined to connect to the other dwarven mountains, sending elite spies and scouts to establish communication. Unknown to them, various dwarves around the world had established small trades and relations with the half- orcs to the far north and with the gnomes to the west.   The gnomes convinced the dwarves of this region to remain out of the conflict and to claim independence than attempt to break the elves or join their brothers to the west. The brothers to the north were happy to connect with their southern clans and their combined strength pushed the elven forces back. Except, one notable dwarf, Ruby Ironclad of the north, discovered the state of the society his brothers and sisters were in. Horrified of what he saw Ironclad began to develop an underground group and he quietly gained popularity for those unhappy with Blackpit. In Y.C. 3354, Ironclad guerrilla forces attempted to overrun key strategic areas controlled by Blackpit and civil war broke out. By now the dwarves considered their homeland Knurl, and the Civil War of the Mountain Kingdom] lasted 17 years.   The conflict was bitter as families were split whether to follow Blackpit or Ironclad, some cousins and brothers fighting themselves on the same battlefield. The elven forces thought to silently slip away from the conflict with the hopes the two forces would destroy themselves, something to result in an easy victory when the time came. Yet, to their surprise, Ironclad managed to defeat Blackpit forces by 3371 with help from some half-orc forces and restoration began. Using some of the industrial innovations of Blackpit, Knurl labored for almost a century before life returned to peace and success. The war made some of the other races aware of the dwarves and trade began.   During their explorations of the mountains dwarves found gems and veins of ore. Initially they enjoyed hording their treasures, though over time and with more accumulations, dwarves became bored. Beginning major trade with the surrounding areas spurred their love of business for gaining gold than finding gold was more rewarding to them. Historians would later date the year Y.C. 4000 as one of the more recognizable years that Knurl was developing into a plutocracy, as the wealthiest dwarves gained the most money as well as the most influence. Ruling seats were set up for bidding, and government officials fought with coin.   Overall, government groups aimed to rule by the scale and gold, with bribery and back ally deals becoming common place. By this time the family of Ironclad remained in great power and influence restoring the country, many dwarves having paid the family for the reunification of the people. Ruby Ironclad was starting to age at this time, being 299 years old, and his sons were overseeing governmental roles. However, with the family as a whole ready to retire and step off the world stage, with the eventual formation of a council coming into play. Each council head oversaw the different structures of government from Justice, Border Security, International relations division, etc.   It was understood without putting it into writing the most powerful position involved the department concerning business and governmental investment. In the simplest of terms the government became a huge bank, deciding how and where to invest in internally as well as with the world. Some leaders lasted longer with others and the best of business leaders would stay in years of position if they performed well enough, for supporters who profited by supporting their preferred leader slowly filled their own pockets in the long run.   Despite this, in the year Y.C. 6096 the markets ran amok due to inflation and the value of dwarven commerce collapsed compared to the markets outside of the kingdom. For the failure to keep the commerce healthy, Diamond Earthhewer was stripped of his remaining assets and conflicting history says an angry mob tore apart his house with him inside or if he escaped alive outside into the country. Whatever the case, multiple factions scrambled to discover a solution and outside world powers were unable to lend aid at the time. Stepping up, Charcoal Hammermight, a dwarven business investor popular at the time, used his forces to seize control of the government and for a year Knurl was technically under no official rule.   During the year 6096 for about 8 months, Hammermight and those working under him launched an investigation concerning the running of the government and investigating the collapse of their economy. With a report completed, results were made open to the public and Hammermight convinced certain government officials to be jailed, their assets seized by the Hammermight powers. Using these funds Hammermight better organized his group and he asked for the support of the people to seize control of the country. Some feared he would become another Blackpit and tensions started to border on civil war again, though Hammermight dug his heels in. By laying out his business ideas as well as government rule overhaul, he believed single rule with a council would befit Knurl, positions of power that could not be bought with money alone but with investment from customers.   A majority of public opinion agreed on the condition the Eyare, a group formed to possibly overthrow Hammermight should be become tyrannical and this organization would remain for at least 100 years. If these conditions were met, Hammermight could continue rule and follow through on his plans. Agreeing to these terms Hammermight officially took the throne of Knurl Sartos 6098 and commerce returned to daily function again. Keeping his promise Hammermight tossed out corrupted leaders who were squandering supportive funds and returned the money to the public through various programs. Since his time, the Hammermight House has remained strong and continues today with their currently leader, King Soot Hammermight, grandson to Charcoal.

Demography and Population

The most common race found in the Kingdom are dwarves with humans and gnomes becoming a close second. Elves are rare including halflings and dragonborn. Tieflings are not uncommon, though rather they are more so found in cities and major populated areas than out in the country. Drow or dark elves are more likely found than other elves and are almost exclusively found underground. Similarly, the races of the underground such as dwarves, gnomes, and drow are likely closer or in mountain cities whereas the remaining races occupy the above ground, thus creating a symbiotic relationship of trade within the kingdom.   The last census estimated the population to be at about 7.7 million.

Territories

The day dwarves are not found in their underground cities is surely a day the world ends. In the Kingdom two populations have come to exist, the Birds and the Badgers. Birds are the peoples found to live above ground and the Badgers in the underground cities. A steady relationship of the Birds and Badgers, often dwarves and gnomes, helps the internal trade of the Kingdom. Birds are known to work on farming land and timber, whereas Badgers work on mining, refining, etc.   On the borders of the kingdom more humans could be found closer to the borders of their motherland in the west whereas any elves residing in the kingdom are likely to be found in the north, north east closer to their homeland. By the northern borders a mix of races occupies the above ground settlements given it is adjacent to the disputed Wild Lands, territory with no formal claim where any race or creature could abide.

Military

Given the weight and sturdy skin of the dwarves, the dwarven military often relies on tactics of defense and single strike fighting. Often a kingdom soldier or guard will wield axes, hammers, and shields as common weapons. Underground cities are known to have strong defenses and if it should ever be in a siege the city is likely to outlast the attacking forces. When food, supplies, and morale dwindle in the enemy the dwarven forces will only then emerge and swoop in with a stunning strike. Working with the gnomes in the last century have greatly updated dwarf army technology and created a steady relationship with the gnomish allies. Woe be the soldier who must face down a dwarf warrior.

Technological Level

Up until the last few years, dwarven technology was beginning to slip behind or at least become static. Working with the gnomes, inventors, technology companies, and other businesses have struck up an ideal relationship with the smallest folk. A dwarf related business might be able to create large machines, yet the prowess of the gnome technology fill the machine with small, intricate gears and whirls not achieved by the stone people. Combining these professional techniques, the collaborations have been developing and producing improved technologies as well as new ones.

Religion

Stettad Udos is the primary religion throughout the Kingdom and no other religions are banned. Rather the churches of Peth -o Gilgalad are often not tolerated on a local level and it is impossible to find these churches among Bird settlements. Churches of Peth-o Gilgalad can be found in the mountain cities, though often tucked away and not advertised, more so tolerated. The second most common religion is Os Vehs and Criozyr, though for different reasons. Given the number of gnomes, Os Vehs is a common practice though not with dwarves and those who are involved with this worship are seen as queer. As for Criozy he has a strong number of followers between the tieflings and dwarves. For some dwarves being bold in their business decisions may seem appeasing and entertaining to Criozy who they hope may bless with good luck and fortune.

Foreign Relations

The Cunomalc Community
The relationship between these two nations is incredibly strong as the iron forged by the dwarves. Due to numerous collaborations some of the best inventions are contributed to the technology of the gnomes with the dwaven works housing the inner gnome workings.   The Empire of Tinu Núr
The relationship between these two nations is incredibly weak prior and after the war with the elves. A single incident whether intentional or not could result in armed conflict if it were not for the strategic positions and diplomacy of other countries. As for trade, the elves also rival the dwarves for they too can contemplate a long term business plan while providing quality goods to the world.   The Homesteads of Hrabství
The relationship between the dwarves and halflings was very good for centuries. Dwarven businesses realized a missed opportunity to invest in the bread basket of the world, the Hrabstavi farms and such would be incredibly foolish. However, due to the recent possible discovery of slavery within the country has created an ethical, business, and political rift among dwarven citizens. For this the Kingdom's view of the hobbit country is uncertain and questionable.   The Tribes of Nauk-d Counavrausan
On paper the Kingdom acknowledges the military and political roadblocks created by the Empire to discourage international trade with the Tribes of the North. Despite this, a deeply drunken business partner or fresh off the block citizen might say praises of the half-orcs who are there for their coin or muscle. The Kingdom continues to attempt trade with this country as it is seen as a mysterious, though lucrative investment.   Okkar Gæti Military
Besides themselves the Kingdom highly respect the human based Military as it would be incredibly foolish to underestimate the brain and brawn of their neighboring nation. An understanding exists that should the elves and dwarves begin fighting for a cause unsanctioned by the Military then they are likely to step in. As to whose side the Military will take up is something the Kingdom watches closely.   The Olo' Atxkxe Republic
Between the Kingdom and the Republic relationships are very fair for when a dwarf is stressed and begins to perform poorly they are sometimes sent across the way to the razzle dazzle republic. Dwarves bring in the necessary coin, tieflings provide the entertainment. Some of the most successful guilds have their investments into this Republic.   The Expansive Versvesh Gahri
It is said either a stupid dwarf or a bold dwarf invests into businesses within the desert country. Due to the lack of laws and protections of businesses and persons in this country, the dwarves are at odds with this particular nation. As for illegal business stemming from the Kingdom, this land is perfect to send unwanted guests, to disappear and create a new identity, and trade in goods otherwise illegal nationally or internationally.

Agriculture & Industry

The current Board of Directors is formed by a council of nine encompassing:   Petalite Coarse/ Nung 'Aban Gurugh
Zelem Beltêl- timber resource and timber production   Hackmanite Gem/ Akhrush 'Ibin
Da Gargith- diamond and gem resources   Carnelian Gravel/ Barzâ'aban Id-'abban
Knurla Madkhûn- Masonry resources and masonry planning   Rhyolite Iron/ 'Arasi'urd Zirîn
Fikhub Thikil- mining resources and refining of metals   Jade Hammer/ Bark'abban Abkhuz
Zirkâ Amlân- weapon forging specifically for the Kingdom armies   Feldspar Smooth/ Mîkil Bitsâ
Nargâ Tharr- an investment firm focused on international business   Agate Silt/ Nazg'aban Arfushirib
Mahazuz Zars- one of the newest guilds, a specific franchise of shops selling incredibly cheap products   Benitoite Ebony/ Khagalamrâl' Nargâ
Lubru Bâhu Buh- technology company creating and selling patents for various inventions   Tremolite Ore/ Labam'abban Kaiku
Duban- mining and metal refining company for mainly copper, lead, and zinc

Trade & Transport

General Managers, the Anvils, general oversee the maintenance of their regional roads and trade routes. Due to the vitality of trade, often General Managers will work together to keep it functioning and will hire or work with lesser guilds as well. Working with the gnomes carriages, cards, and other vehicles have been tinkered with and improved to create vehicles for better durability and strength.

Education

Living in the children homes, native dwarves and other races living in the tradition of the Kingdom enter basic public education at age 5. Learning basic education of written, spoken language, maths, etc. the students will often complete public school by age 15. Then for about the next 5 years students almost always attend a secondary school, usually leaning in the direction of a certain profession. At age 20 citizens are locked into 30 year apprenticeship that is a major contract with their master. For thirty years they are contractually obligated to finish in this training, though it is acceptable for them to try to learn another career. The contractual 30-year obligation is to guarantee a dwarf’s self-work for themselves and to guarantee they could assist their community and to a larger extent Knurl Sartos as a whole if other plans do not fall through. Completing their apprenticeship is usually around the time dwarves are accepted into society as full grown adults and with full responsibility. It has been seen as acceptable for certain professions to begin and finish their apprenticeship internationally so long as their master agrees to the contract. Sometimes this can be difficult because for native dwarves, 30 years is not a terribly long time, but to races with shorter life spans this commitment may seem overwhelming.

Infrastructure

The infrastructures of the Kingdoms mountain cities are seen as some of the best on Pamant, and the original founders had to be given the tricky constructs of working within a mountain. Waterworks such as aquaducts and sewers are next to none and fresh water is guaranteed especially given water comes from the snowy peaks and/ or from the water sheds at the roots of the mountain. Main roads leading out of important mountain cities are regularly maintained, hired by the kingdom through a handful of guilds. Despite these reliable public works, upkeep and maintenance diminish the further one travels away from the cities and such feats are not always found in above ground towns and villages. Main roads keep up the kingdom required maintenance, but local or rural roads are not as much as a concern.

Earn Your Keep, Earn Your Dignity

Founding Date
2292
Type
Geopolitical, Kingdom
Capital
Alternative Names
The Mountain Teeth
Demonym
Sarto(s)
Head of State
Head of Government
Government System
Monarchy, Constitutional
Power Structure
Federation
Economic System
Market economy
Major Exports
Primary exports from the kingdom include the metals gold, silver, iron, zinc, copper, and lead. Minerals such as diamonds and gems are often traded. Lastly timber/ base timber products and masonry services/ raw material are exported around the globe.
Major Imports
Some food is locally grown, but when staple food sources cannot be grown out of season or other base foods are generally inaccessible due to the climate, the Kingdom conducts business with Hrabstavi for the most part. The kingdom, if in need for more hard labor, will often contract Okkar Gæti for valuable labor or secure traveling documents to hire half-orcs as well. Unique luxury goods are often imported from Tinu Núr that sometimes rival other dwarven goods, but good deals of artwork will come from the Empire. Numerous tinker parts, tools, and tinker hands are imported from Cunomalc. Lastly, the unique foods and food ingredients of Olo' Atxkxe will arrive into the kingdom, and if not this performers or consumer entertainment often hail from the Republic.
Legislative Body
Managing Director, otherwise known as the King/ Queen of the dwarven kingdom create and pass laws with the leaders of wealthy guild leaders, otherwise known as Board of Directors. Working immediately by the side of the Managing Director is the Chief Executive Director, an individual the CED could bounce ideas with, otherwise the counsel of Directors works with the kingdom in creating laws and rules. As a law is discussed, final decisions come down to the Managing Director who may accept or strike down a law.
Judicial Body
Interpretation of the laws from the Directors comes down to General Managers who may oversee a region and take on necessary judgments. So far federal laws between the guilds and business is completely shared and accepted, however on a local level laws under the General Managers and Managers can wildly change from town to town or village to village. Major mountain cities and the capital closely share in these federal laws whereas out in the country variety exists.
Official State Religion
Subsidiary Organizations
Official Languages
Related Ranks & Titles
Controlled Territories

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