Kingdom of Karak-Az- Knurlheim Organization in Vaelun | World Anvil
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Kingdom of Karak-Az- Knurlheim

The Kingdom of Karak-Az-Knurheim, is a dwarven kingdom in the north of Vaelun, the most powerful dawrven politcal entity in the world. The kingdom traces it's history all the way back to the creation of the Dwarven race by Helvus nearly 10,000 years before the Sundering. The current ruler is King Hrothgar Knurlheim of the Knurlheim or Stonehelm clan. In reality the 13 Clans are mostly autonomous in their own holds, only answering to the king in matters of international diplomacy or internal strife. Despite this, Hrothgar has reigned successfully for 200 years, during which time the kingdom has seen peace and prosperity despite the turmoil affecting its southern trade partners.   The clans are made up of numerous families and trades however all tend to have a reputation based around a certain skill. The 13 clans are as follows;   Clan Knurlheim; Clan of the current king, the Knurlheim clan are masons without compare, it was the first Jarl of Clan Knurlheim, Baldir who founded the city of Durandur and established the kingdom as it's first king. Given the constant need for masons for building, shoring up tunnels and maintaining the grand dwarven edifices, Clan Knurlheim is one of the most powerful and influential clans in the kingdom boasting more kings in their lineage than any other clan. Durandur is both the capital of the kingdom and ancestral home of the Knurlheim clan. The Jarl acts as governor of the city unless he is the high king in which case the clan heir takes this role. The current Heir and acting governor is Oddr oxneck of the Ironbeard family.   Clan Goldthrone are also the owners of the Goldthrone trading consortium, responsible for the majority of the dwarves trading ventures outside the kingdom. Wealthy beyond any two other clans combined, they operate stores, warehouses and ships across Vaelun. Despite being more widely travelled than most, like all Dwarves, they much prefer a good mountain over their heads. their ancestral hold is Silverpeak in the mountain range to the west of Durandur, as most of the younger clan members work as factors across Vaelun, the ancestral home is managed by a council of elders, leaving the Jarl and his retinue to focus their efforts on guiding the consortium. Jarl Bolin of the Steelaxe family currently rules the clan.   Clan Heartforge; one of several clans reputed to produce the finest warriors in the kingdom, dwarves of the Heartforge clan tend to have fiery tempers which is the source of their clan name and the dwarven saying "your heart burns with the fire of a forge." Their ancestral home is Thanton, in the southernmost mountain of the kingdom where they vigorously guard the borders and often send small mercenary companies out into Vaelun to blood young clan members, earn some extra coin and most importantly for the clan, burn off their temper where they won't harm another dwarf. the current Jarl is Tungdil Beserk killer of the Shinsplitter family.   Clan Windblown live in the Azure Coast, a series of holds on the west coast of the kingdom. Carved into the mountain but open to the ocean, members of the windblown clan are renowned as shipwrights and sailors and the Jarl is the hereditary senior priest of Khamus, the dwarven god of wind and sea. Ships of the Windblown clan often carry Goldthrone goods, Heartforge mercenaries, Dwarven ambassadors and all other manner of people and items along the entire western coast of Vaelun. Jarl Siggi Sailcloak of the Galevoyage family leads the clan and heads the priesthood of Khamus.   The Hairybritches clan produce some of the finest hunters and rangers in the kingdom, responsible for tracking dangerous beasts and evil monsters amongst the mountains, valleys and forests before they can do the harm. Their name comes from the legend that the clan founder was left for dead after his party was ambushed by yetis. Awakening to find his kin dead, he skinned one of the dead yetis and wore the skin as trousers to keep warm. He then tracked down the Yetis and killed every one of them. Feeling that the blood debt was not yet paid, the clan continues to hunt all manner of beasts and monstrosities to this day from their stronghold of Orgedeath buried deep into the roots of Durandurs northern face. Jarl Rangnarr one eye of the Gravelbrew family currently leads the hunt for the clan.   Clan Ironmane boast the largest number of warriors among the clans, all of whom are incredibly heavily armoured even boasting iron plates to protect their hair and beards hence the name. Less fiery than Clan Heartforge and more methodical then Clan Battleborn, the warriors are Clan Ironmane take pride in their skills and compete fiercely with the other clans to prove themselves the best warriors in the kingdom. Bronzespire is a mighty stronghold in the mountains south of Durandur, blessed with bountiful deposits of iron, copper, tin and other metals. The clan is ruled by Jarl Bjorn of the Ironhide family, young to be elected Jarl, he has nonetheless proven himself to be a wise and industrious leader.   The dwarves of Clan Seaborn are fine sailors who often compete with Clan Windblown and Clan Fastsails for the honour of being the best sailors among the clans. Sailing from Ravenwing, south of Durandur, the clan is smaller in numbers and wealth than the Windblown Clan but proud for all that. Gunnar of the Ironmast family currently guides the clan.   The warriors of Clan Battleforged are rightly famed for their skill in battle and strategic and tactical ability. Many lord high generals have come from the ranks of Clan Battleforged, a fact they never cease to remind Clans Ironmane and Heartforge about. the ancestral halls of Clan Battleforged are found in the city of Maivorhall, found in the mountains to the east of Durandur. Jarl Ivar of the Bronzechest family hopes to continue the tradition and seeks to be the next lord high general of the kingdom, he believes the easiest way to achieve this is to be at the forefront of the next war and is rumoured to be non too choosy about who the war is against...   Clan Crystal Eyed are among the finest jewellers and gem cutters in Vaelun, deriving their name from one of their ancestors; Thorgrimm Crystal eye lost his right eye in battle against a particularly vicious Gray Dwarf. After the battle Thorgrimm crafted a fake eye from the finest crystal in his clans vaults which he then had enchanted by a powerful mage to grant him vision. Not only was it a success but it also allowed him to see clearly the tiniest faults and features in gems, quickly he became the foremost artisan in the kingdom and when he died the clan renamed themselves Crytsaleye in his honour. the halls of Froar, to the Southwest of Durandur, are said to be covered in gems carved so delicately they resemble the petals of flowers on the surface. Jarl Boindall of the Rubybrow family is the oldest Jarl in the kingdom having been born 274 years ago, a length of time only surpassed by High King Hrothgar himself.   Another of the clans devoted to the smell of brine and the feel of the ocean wind in ther bearded faces. Clan Fastsails live far to the south of Durandur, housed in the same great mountain range as Clan Ironmane. Because of the bountiful metals in the mountain range, Clan Fastsail has grown rich through the agreement where Ironmane provide warriors to guard the ships and Fastsail ships their goods far and wide. Jarl Thorsteinn of the Steelprow family is said to have sailed far and wide and it is even hinted that he has seen lands far to the west.   Clan Farsight like to claim their libraries are even more vast and overflowing with knowledge than that of the Elves to the south. A claim not without merit as the members of the clan are more scholarly than most and have made a concerted effort to record and collect knowledge of all types. The grand temple of Kirkjus can be found in the Farsight city of Kirkjusham, a testament to the knowledge stored in the clans libraries. Jarl Hastein Hooknose of the Cragdelver family is the first Jarl of the Farsight clan to also hold the senior priestship of Kirkjus.    Clan Dream cursed is not much discussed in Dwarven society. Once held to be one of the most influential and powerful clans, they were blessed with a number of dwarves who had the gift of prophecy and foresight. For centuries this gave them an edge that allowed them to grow more powerful than even the Stonehelm clan. However, it came to pass that one of the oracles of the clan warned that the clan must sail west to avoid the destruction of the clan. The clan did and they were never heard from again prompting many dwarves to believe they were all lost to the never-ending sea to the west, others believe they found land to the west and have claimed it for themselves. Whatever the true reason, the Clan is deemed lost and their lands cities divided amongst the other clans.    Clan Venyablessed are believed to be gifted by the forge god herself, smiths without peer they have forged the finest weapons and armours amongst all the races and maintain forges and foundries in all the dwarven cities and holds. Their ancestral hold is found in the southern district of the city of Durandur, spreading over several streets and capable of housing the entire clan if needed. The jarl of the clan is always held to be the best smith in the clan and when the time comes to be reaffirm the pact with Duran, it is the Jarl of Clan VenyaBlessed who is responsible for overseeing the forge. Jarl Arnus of the Goldbellow family currently oversees the clan's forges.

Structure

Although nominally a kingdom, the dwarves are organised into semi autonomous Clans which are further split into dozens of family groups. The Jarls exercise absolute power in their clan lands and only defer to the high king in matters of external relations. The High King is elected by the Jarls from amongst their number, often leaving their heir to run the Clan while they focus on managing the kingdom as a whole.    The numerous priesthoods of the Dwarven Pantheon also wield considerable power within the kingdom, the high priests are often as powerful as Jarls in their own right despite being members of the various clans themselves, upon ascension to the highest echelons of the priesthoods, a dwarf must accept the need to serve the Dwarven race first and the clan second.

Culture

Feasting and Mead Halls: The dwarves gather in grand feasts, celebrating victories, important events, or simply enjoying good company. Mead halls serve as the central gathering places, filled with laughter, storytelling, and hearty feasts. Feasting is accompanied by traditional songs, dances, and competitive games. Clan Honor and Ancestry: Dwarves hold their clan heritage in high regard. They honor their ancestors through rituals, such as ancestor worship, where they pay respects to the spirits of their forefathers. The deeds and accomplishments of past clan members are celebrated and passed down through generations.   Saga and Oral Tradition: Dwarves have a strong tradition of oral storytelling. Skilled bards, known as skalds, weave epic tales of heroic feats, ancient battles, and the history of the dwarven clans. These sagas are passed down through generations, preserving the dwarves' cultural identity and values.   Runes and Symbols: Dwarves use intricate runes and symbols for various purposes. They engrave them on weapons, armor, and important objects as protective charms or to convey messages. Skilled runemasters are highly respected for their knowledge and craftsmanship.   Craftsmanship and Guilds: Dwarves take great pride in their craftsmanship. The kingdom is home to various guilds and craft organizations, each dedicated to a specific trade or skill. Apprenticeship is highly valued, and young dwarves undergo rigorous training to become skilled artisans in fields like blacksmithing, stonemasonry, gem cutting, and jewelry making.   Trial by Combat: Disputes or conflicts within clans may be resolved through trial by combat. Warriors chosen as champions fight in controlled duels to determine the outcome. This tradition emphasizes personal honor, courage, and the dwarves' martial prowess.   Folklore and Mythology: Dwarves have a rich folklore and mythology, with mythical creatures, legendary beasts, and ancient tales woven into their cultural fabric. These stories often carry moral lessons or explain natural phenomena. Dwarven children are raised on these stories, learning valuable lessons about bravery, honor, and the consequences of their actions.   Seasonal Celebrations: Dwarves celebrate the changing of seasons with festive ceremonies. The arrival of spring, harvest time, and the onset of winter are marked with rituals, feasts, and traditional dances. These celebrations serve as a way to express gratitude to the gods and ensure prosperity and protection for the upcoming season.   Runic Tattoos and Braided Beards: Dwarves adorn themselves with intricate runic tattoos, which represent personal achievements, family history, or spiritual connections. Braiding their beards is a common practice, with elaborate styles denoting clan affiliations, social status, or personal preferences.   Respect for Nature: Dwarves hold a deep respect for the natural world. They have a strong connection to the mountains, rivers, and forests that surround their kingdom. Rituals and ceremonies are conducted to honor the spirits of nature, seeking their favor and protection.

Mythology & Lore

The Dwarves follow the Dwarven Pantheon, a family of gods descended from Amur who are responsible for the creation of the dwarves and embody important attributes and aspects of Dwarven culture. it is Believed that Amur created 7 children who subsequently fought alongside him against the giants in a cataclysmic war. One of the gods, Helvus, created the dwarves from iron and mountain roots in order to win the war. Having defeated the giants the gods then withdrew from the material plan, leaving the dwarves masters of their own fate.
Founding Date
8000 Before Sundering
Type
Geopolitical, Kingdom
Capital
Demonym
Knurlan
Head of State
Government System
Monarchy, Elective
Power Structure
Feudal state
Economic System
Market economy
Judicial Body
The Council of Arbiters, composed of representatives from each clan, serves as the judicial body, ensuring the fair interpretation and application of the law. At the helm of this council stands the High Priest of Kirkjus, the dwarven god of knowledge, learning, science, and magic. This dual role combines spiritual leadership with the responsibility of overseeing the kingdom's legal affairs, infusing the judicial system with wisdom, intellect, and divine guidance. The High Priest of Kirkjus, in addition to their spiritual duties, serves as the head of the Council of Arbiters, providing a unique perspective that intertwines the realms of religion and law. They ensure that the administration of justice aligns with the principles and values of Kirkjus, fostering fairness, reason, and the pursuit of knowledge within the judicial process.
Executive Body
an executive body known as the Clan Councils is responsible for the governance and maintenance of law within their respective holds. Under this system, each clan assumes the responsibility of administering justice and upholding the law within their territory. The Clan Councils, composed of representatives from each clan, serve as the executive branches of governance, overseeing the day-to-day affairs and ensuring the well-being of their communities.   Within their holds, the Clan Councils establish and enforce local laws, resolve disputes, and address matters of public concern. They work closely with the High Priest of Kirkjus and the Council of Arbiters to ensure that the laws align with the kingdom's overall legal framework and principles.   The Clan Councils are entrusted with maintaining order, security, and prosperity within their territories. They organize and oversee the local militia or guards, ensuring the safety of the dwarven population and protecting against external threats. Additionally, they manage the allocation of resources, infrastructure development, and economic activities within their holds, fostering growth and stability.   While the Clan Councils have significant autonomy in governing their respective holds, they also collaborate with one another and the central government in matters of mutual interest, such as trade, defense, and coordination of larger-scale projects. This collaboration helps foster unity, cooperation, and a sense of shared purpose among the clans.       "Ättstyre" combines elements from both Norse and dwarven languages. "Ätt" is derived from the Swedish word for "clan" or "kinship," representing the strong familial ties and ancestral heritage of the dwarven clans. "Styre" is a Norse word meaning "council" or "governing body," reflecting the council's role in governance and decision-making.
Official State Religion
Notable Members

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