Kor-Kazad Settlement in Vitcoona | World Anvil
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Kor-Kazad

Introduction

  Kor-Kazad is a massive city hidden under the Hoomphdull Mountain Range. It was founded by the original Dwarfs and has been a bastion of safety in the mountains for millennia. The Dwarfs pride themselves on the accumulated wealth of their kind displayed in the inner halls of their great city. The outer halls are built with defense in mind, and the walls themselves are magnificent. The entire city is hewn directly from the mountains under which the city resides, and the walls benefit immensely from this method of construction. Never has Kor-Kazad been conquered by invaders, and the Dwarves believe their home city will never fall.

Demographics

Overall Population Distribution

90% - Dwarves 7% - Humans, Pterarmorians, and Scalloss 3% - Assorted Species  

Wealth Distribution

08% Poor 85% Middle-class/Merchant Class 07% Wealthy/Aristocracy

Government

Basic Structure

  The city operates of a hereditary lineage with a clear line of succession set down by the total wealth of the various clans. Each clan supports their claim to the throne using the reported wealth of the houses that fill the ranks of each clan. Each clan appoints an Elder to advise the High King. Generally, each Elder will be assigned a Bureau by the High King. IN this way, the High King is able to focus on Kingdom matters in turn instead of trying to juggle everything at once.  

Bureaus

  Each bureau oversees a specific set of functions within the Dwarfdom. The Dwarves are slow to create new bureaus, as new bureaus require new clans and houses to staff them. But even the stubborn Dwarves must admit that the ever-changing times occasionally demand that they evolve.   In order of creation:   1. Bureau of War 2. Bureau of Roles 3. Bureau of Fields 4. Bureau of Forges 5. Bureau of Mints 6. Bureau of Walls 7. Bureau of Scrolls 8. Bureau of Tinkers 9. Bureau of Shadow 10. Bureau of Outlands  

Taxes

  The taxation of Kor-Kazad is delightfully simple. Once a transaction is made, a tax is to be paid. Based on the transaction type determines the taxes that apply. Dwarves do not believe in assigning a monetary value to time, but rather to the quality of product that the time produces. As such, they do not tax income, but they will tax any and all products moving through the city. This includes food, water, and even clothing, but there are very few legal ways to dodge paying taxes in Kor-Kazad. Even the High King must pay his transaction taxes.  

Immigration

  Kor-Kazad is welcoming to all Dwarfdom. Anyone of Dwarfish blood is able to immigrate to Kor-Kazad and come to call the city home. As for non-Dwarves, Kor-Kazad will come to welcome them too, but the process takes much longer, and it has more to do with winning the trust of the native Dwarves then it does filling out paperwork and living somewhere for an unspecified amount of time.

Defences

The defense of Kor-Kazad has three layers to it. The outermost layer is the wall. This immense barrier of living mountain stone has withstood all attacks leveled against it to date. It took two Dwarven lifetimes to complete and during construction Kor-Kazad was relentlessly harassed by encroaching Underworlders.   The second layer of Kor-Kazad's defense is the outer halls. The clans and houses who reside in these outer quarters make up the majority of the military ranks and are renowned fighters. These two factors have led to the outer streets of Kor-Kazad to be a tight grid built for binding up an attacking force and enabling defenders to attack from positions inside buildings. This tight grid also makes it extremely for the Dwarves to ambush invaders with alleys and blind corners everywhere.   The third and final layer of Kor-Kazad is the Great Hall. This is where the High King sits on his throne, and where the Dwarves will make their final stand if ever needed. The Citadel at the peak of the city is a sprawling complex in its own right. It is littered with kill-boxes and dead ends, and the Great Hall would be a total nightmare for anyone but a Dwarf to take.
Founding Date
0021
Alternative Name(s)
Our Great City, The Dwarf-hold, The Core
Type
Capital
Population
~7 Million - ~10 Million
Inhabitant Demonym
Kazadins

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