Dwarf

"We sons of Grungni may have drunk deep from the bitter waters of misfortune, but we yet survive. Whilst a single Dwarf draws breath, we will fight the evils that assail us, and we will never, ever give up."

- Hengist Stonebelly, Dwarf Longbeard

The Dwarfs, or Dawi (dwarf in the Khazalid language) are currently one of the most oldest and proudest races in the Warhammer World, with a great wealth of history and power that is on par with the High Elves of ancient Ulthuan. They once had an empire which stretched from Norsca in the north to the jungles in the south, and from Mount Silverspear in the east to the Grey Mountains in the west. But the heart of the Dwarfen realm, Karak Ankor as they call it, will always lie within the domains of the World's Edge Mountains. The highest mountain range in the world, it is filled with the magnificent halls and holds of the Dwarfen people, a testament to the great feats of engineering done by their people.

The Dwarf people as a whole are sturdy and strong, brilliant craftsmen and excellent warriors but above all they prize themselves on their loyalty to each other and to those they are indebted to. This strong bond of kinship has ensured that the Dwarfs are considered amongst the most united races in the face of the world. They are known far and wide as the greatest miners and tunnelers in the world, the ageless halls of Karaz-a-Karak are but one gigantic example of how huge their works can be. As a result, the Dwarfs are expert smiths and craftsmen, capable of producing works far more beautiful than the Elven metalworkers in far Ulthuan and hundreds of times more valuable than the trinkets of Men. Though these people are proud and honorable, they like all the other races of the World have a darker side, for no creature can ever escape the grip of Chaos, and from the deepest darkest corners of their hearts, the Chaos Dwarfs were born unto this world.

History
The history of the Dwarfs is an enduring history that has stretched from the very creation of this world unto its final lasting days. It is said that the Dwarfs, like many other races that has lived upon the world, was created by the benevolent god-like beings known as the Old Ones. Powerful and immensely intelligent beyond mortal standards, it was said that these beings were the ones who seeded the first forms of life upon this otherwise barren planet after using their immense god-like powers to terraform the planet and brought it closer to the sun. There they planted the first seeds of life, and from this life the first Dwarfs were created, and thus the Gods of the Dwarfen Pantheon.

According to Dwarf legends and traditions, these first Dwarfs were carved by time from the rocks of the mountains, birth by stone itself. Whilst the Dwarfs lived about their earliest days, the Old Ones continued their masterful work, ensuring that this world shall be a paradise for all beings. Whether they had a higher purpose for this world or the Dwarfs remains unknown, for non other then the Old Ones know the full extent of their Great Plan.

A New Beginning: Time of the Ancestor Gods
Millennia before the founding of the Empire of Man or the rise of Grand Cathay in the East, the ancestors of what were to become the Dwarfen people lived in the mountains of the Southlands, little better than beasts. They lived in caves and ate berries and wild game which they could catch with their bare hands. However, with the invention of flint and basic stone weaponry, the Dwarfs were able to conquer their quest for food and began the process of following other pursuits. As their numbers grew, the Dwarfs began to migrate northward, splitting off into different Clans, each lead by one of the Ancestor Gods. As the foundations of their people were set, many great deeds have been foretold during this grand time, such as the Tale of the Forgefather, a saga that tells of how their god, Grungni Lord of Miners have begun his grand quest to master the arts of metal and steel, or the mysterious and forgotten War against Dragons, which was said to have created the great mountainous area known as Black Fire Pass. With the teachings of Grungi passed down upon his people, the now war-like people of the Dwarfs lead by their Warrior God, Grimnir the Fearless, led a magnificent campaign of conquest all across the mountains of the Old World, one of the most famous of which was his famous slaying of Urmskaladrak, the Father of Dragons. As Dwarf society grew, it was Valaya, Goddess of Hearth and Healing who taught the Dwarfs the first traditions of their people, and the structure that holds Dwarf society together.

As they reached the domains of the World's Edge Mountains, it was here that they found gold, silver, iron and gromril in unimaginable abundance -- much more than will ever been found in the rest of the world put together. With all these resources at their disposal, the Dwarfs built their first holds or "Karaks" in the southern mountains, leaving behind clan after clan to claim stewardship to these holds whilst the rest of their people continue northward. Some of the largest and oldest holds, like Karak Eight-Peaks and Karak Izril (called Azgal in later years) are built around the remains of these ancient dwellings. As the migration carried on northward, following the veins of ore up to where the great range just stopped, the Dwarfs reached a desolate area they appropriately named Zorn Uzkul (translated as the Great Skull Land), a barren plateau stretching out past the eastern horizon.

Many Dwarfs turned back southward, disappointed by the lack of mineral wealth that could be gained in this venture. Others moved west, into what would one day be the lands of Norsca, founding a handful of strongholds, of the most prominent was the fierce Hold of Kraka Drak. Others expeditions made progress through the lands to the East and made holdings upon the foothills of the Mountains of Mourn. With the creation of these settlements, the Ancestor Gods and their people named their great civilization, Karaz Ankor, translated simply as "The Everlasting Realm". Contact between clans had been maintained for many years, but this fragile string of communication was suddenly cut when Chaos flowed through the world.

The Coming of Chaos (-5500 to -4119 IC)
According to one account in the Book of Grudges, the most ancient of all Dwarf books have recorded how Chaos began to consume the world in the Imperial year of -5500 IC. It was also during this time that the Ancestor Gods have begun to tell the woes of this new phenomenon, telling their naive kins about the dangers this unstable flow of magic would do to all those that stay above. By then, Lord Grungni taught his people how to delve deeper beneath the mountains to avoid the Chaos that stirs upon the surface. Hidden in safety, the world was engulfed in clouds that poisoned the surface with layers upon layers of fine black warpstone dust. Communications with their eastern kin was lost, and for many years the Dwarfs of the East have begun a dark and murderous path towards the worship of Chaos. For many years these event have taken place, until finally the foul tempest had at last passed and the Dwarfs emerged once more unto the light of day. But the world was changed forever, for upon the lands, the mutating Winds of Magic have already corrupted every living thing it touched. Terrifying monsters roamed the mountains and daemons walked openly upon the daylight sun.

Needing powerful weapons to defend themselves from these dangers, Grungni taught his people the craftsmanship of more sophisticated weapons and armor, whilst Valaya taught the first Runepriest on inscribing Runes of Power upon their equipment. To lead them against these foes was Grimnir, equipped with two mighty war-axes and armor harder than the bones of the mountains. With the blasting of horns, army of millions sallied forth from their strongholds and fought the daemonic hordes of Chaos that had spilled over the lands, fighting a war that many have begun to call the First Chaos Incursion.

It was during this campaign to rid the mountain realms of Chaos taint that the Dwarfs first came into contact with the Elves of Ulthuan after Lord Grimnir was leading an army into the lowlands, chasing a band of Chaos marauders all the way into the coast. The Elven Fleet under the leadership of Caledor Dragontamer was blown off-course when they came to the Old World in hopes of finding out the source of the Chaos magic that seeps through the world. They were met with mixed suspicion and respect, but when a larger force of Beastmen arrived, they were promptly smashed between Caledor's magic and Grimnir's axe-wielding troops. Because of this they knew they were on the same side in this conflict. From Caledor, the Dwarfs learnt of the great Pheonix King, Aenarion the Defender, and his struggle to free the far lands of Ulthuan from the grip of Chaos. From Grimnir, Caledor learnt of how the great tempest had preceded the coming of Chaos.

With this information, Caledor realized that a Chaos Gate has opened somewhere within the Old World and only when it was closed could the tides of Chaos be stemmed. Caledor thanked Grimnir and returned to Ulthuan, to consult with the Pheonix King and hatch a plan that would stop the Chaos incursion. Before each of them left, as a sign of friendship and goodwill, they exchanged gifts, Grimnir presenting the wizard with runic amulet of colossal power, and in return, Caledor gave the Dwarf God the glistening Crystal of Fire which still today resides in the vaults of Karaz-a-Karak to this day.

The respite won by Grimnir and his innumerable armies was hard-won and a brief calm was instilled throughout the Old World. But as Grimnir headed back to his homes within the mountains, the sky grew dark and omnious once more and from these potent signs, the Second Chaos Incursion eruptly began. This time however, the Winds of Magic have grown to critical levels, and soon daemonic hordes beyond counting began to spill relentlessly against the lands of the Old World. Even with the millions-strong armies of Grimnir under his iron-fisted command, the Warrior God was forced back into their mountain strongholds and weather the incoming daemons with stout bravery. In time, many impenetrable holds were crushed under their horrific advance, and in grim determination the Warrior God decided to take a more direct action. Though Grungni had told him that should he go upon this journey, he would surely die, the stubborn Grimnir snarled at his remark and said that it was work the risk should it help to save his people.

The great warrior god ritually shaved his head, save for a single defiant crest that would later be adopted from the fearsome Slayer Cult many centuries later. Leading a small group of hardened warriors, the small band of warriors fought through many dangers until they reached the foothills of the Middle Mountains. It was here that Grimnir commanded his followers to return home, and bestowed upon his only son Morgrim, one of his legendary Axes. There, they at last turn back, watching in awe as Grimnir pressed onward, his form dwindling into the shimmering haze of that poisoned and corrupted mountain. It was said that Grimnir stood upon the third Chaos Gate within the heart of that very mountain and fought the numberless hordes of daemons back until the Vortex upon Ulthuan was finally completed, saving the world from the threat of Chaos for centuries to come. Grimnir was never seen again.

The Golden Age (-4119 to -2005 IC)
In the end, the creation of Caledor's greatest work, the Great Vortex within the Inner Sea has drained the massive influx of Magic from the world. In unison, the Daemonic armies all screamed to the stars as their dark essence were flung to the dark corners of the world. In that instant, the daemonic siege upon the Dwarf Kingdoms was suddenly stopped, and from the darkness of the deeps, the Dwarfs emerged from their strongholds unto the light of the rising sun, the start of a Golden Age.

It was during this time that their gods, Grungni, Valaya, and other lesser deities disappeared from the Dwarf realm. It is popularly believed by the majority of the Dwarf people that they delved unto the mountains' hearts, and returned from whence they came. In the World's Edge Mountain, the Dwarfs once more prospered beyond imagination, and within a matter of centuries, trade flourished throughout their realm.

In this grand age, the strongholds of the Dwarfs were strengthened and deepened, expanding their domains into massive underground cities all connected by long subterranean highways of tunnels called the Under-Way. Seeking to expand their domains as well, the Elves of Ulthuan sent ships and colonist upon the shores of the Old World and expanded their colonies unto the lands of what would be the nation of the Empire, Tilea, Estalia and Bretonnia. Seeing an opportunity for gold and profit, the Dwarfs of the Worlds Edge Mountain established trade routes towards these new colonies, creating an Age of peace that lasted for nearly 2,000 years.

With the departure of their Gods, the heir to the Dwarfen realm fell upon High King Snorri Whitebeard, eldest son of Lord Grungni himself. Snorri presided to reign over his people after a successful campaign of extermination and eradication against the remnants of the Daemonic Legions, climaxing in the victorious Battle of Karag Vlag, where the armies of Snorri Whitbeard and Prince Malekith fought side-by-side for the last time.

Unbeknownst to the Dwarfs, by -2700 IC, the Elves within their homeland of Ulthuan were consumed in a destructive Civil War following the assassination of Phoenix King Bel-Shanaar by none other than Prince Malekith himself. This event, coined by the Elves as The Sundering split the Elven people into two factions, with the High Elves still controlling Ulthuan and her colonies under the new Pheonix King, Caledor the Conqueror, whilst the Dark Elves preceded to reign over their new-found kingdom of Naggaroth with Malekith as their new Witch King.

In a bid to cripple Ulthuans military and economical relations with the Dwarfs, Malekith ordered Dark Elven assassins and warriors to attack and slaughter Dwarf trade caravans traveling around the Old World in the year of -2005 IC. Believing these attacks to be perpetrated by the High Elves, many of the Dwarf Kings and Thanes began to ready themselves for conflict with the Elves. By this time, the crown of rulership was passed down to another Dwarf, High King Gotrek Starbreaker. Like his predecessor, Gotrek was a wise and thoughtful king and instead of heeding the call for war, Gotrek sent one last attempt of reconciliation.

The Dwarf people were a grim and straight-foward race, and once the Dwarf ambassador, cousin of the High King reached the throne of Pheonix King Caledor II, son of Caledor the Conqueror, the Dwarf ambassador harshly demanded the Elves to find accountability for these atrocities. But the Elves of that time were arrogant and prideful, and scorned by the Dwarf's accusation, the Phoenix King deliberately conceived an insult so grievous that no amount of gold could ever serve to recompensate. The Elves forcefully restrained the Dwarf and slowly cut-off his beard, compelling the Dwarf to go home scorn of pride and bearing the message that the only way the High King will gain a single gold coin of compromise is if he goes personally to Ulthuan and begged before the Pheonix King himself. This became the greatest insult ever recorded upon the Book of Grudges, which would accumulate into the greatest war ever fought between the two races.

The War of Vengeance (-1997 to -1600 IC)
Enraged beyond reason or thought, the High King roared for his kings and thanes to gather their armies and prepare for war. Nearly ever Dwarf clan was called up for this conflict, with each stronghold mustering armies of numbering the tens of thousands unto the growing legions of throngs already under Gotrek's command. At the very height of their power, the Dwarfs marched to war with a massive horde of heavily armored warriors in what the humans thousands of year from now would begun to call the War of the Ancients, but to the Dwarf they knew it simply as the War of Vengeance, and to the Elves as the War of the Beards.

With the entire military might under his control, the High King led the Dwarfs unto the lowlands and attacked the unsuspecting Elven colonies that were oblivious to the Phoenix King's actions. Colony after colony had fallen under the Dwarfs brutal assault until finally Caledor II ordered a mass mobilization of his forces and ignorantly emptied Ulthuan of all her soldiers leaving it entirely defenseless, a situation that Malekith had long anticipated and would soon exploit. The massive Elven fleet set sail with Caledor at its fore and made landfall upon the Port-city of Tor Alessi, where they repelled the Dwarf invaders from the city walls. This marked the first true engagement fought between the two civilizations that would last for nearly 400 years.

Blinded by their rage and overconfidence, the sudden arrival of Ulthuan's entire military caught the Dwarfs by surprise. Pushed back, the Dwarfs and Elves continued their battles within many area's of the Old World, the most prominent of which took place within the lands of Bretonnia. As the war began to escalate ever further, by the year -1974 IC, Caledor II was able to slay Prince Snorri Halfhand, son of the High King in single combat. The death of his son has ensured that Gotrek will never stop until Caledor was dead.

In an act of vengeance for his lost kin, Prince Morgrim, cousin of Snorri Halfhand and nephew to the High King, led a Dwarf army against the Elves, forcing them to retreat back until they made a final stand at the Battle of Oeragor, where he and his army purposefully stood before the arrow storms of the Elven army as an act of defiance and courage. With their arrows spent, the Elves foolishly attacked the Dwarfs in melee combat, where the Dwarfs quickly gained the advantage. In battles end, Morgrim personally slew the Prince Imladrik in single combat, earning him the title of "Elgidum" (translated as "Elfdoom"). Crowned a hero by his people, Morgrim continued to capture many Elven towns and cities across the Old World, the most prominent of which was the razing of Athe Maraya in the year -1948 IC.

Another mighty Dwarf leader by the name of Brok Stonefist lead the armies of Karak Azgul in a decisive campaign against the Elves by using his extensive knowledge of the tunnels to route their armies. For his heroic deeds, he was named "Ungdrin Ankor Rik", or "Lord of the Tunnels" by his people. As the war dragged on, he met his greatest adversary, Lord Saledor of Tor Arche, and for the next hundred years he fought Saledor's armysin many battles such as the Battle of Blind River. Finally, it was during the Battle of Athel Maraya, that the two adversaries found their ends in single combat, where they fought each other until finally the burning city devoured them both.



In a final push to end the war, High King Gotrek led his throng to drive the Elves back, besieging the wall city of Tor Alessi for the fourteenth and final time. At last, the walls were breached and, unable to flee, Caledor II was forced to face Gotrek in single combat. The duel that followed lasted for hours, but as the Elf King's fortitude failed, Gotrek shattered his foe's sword with a well-placed hammerblow. Defeated and disarmed, Caledor pleaded for mercy and forgiveness, but all hope of forgivenss was shattered the day Caledor killed the High King's son. Hardening his heart, the High King swung his hammer and killed the Phoenix King.

In the aftermath, King Gotrek picked up the Phoenix Crown from the mutilated corpse and proclaimed the grudge settled, and that the Elves were welcome to come to Karaz-a-Karak to beg for the crowns return. The remaining Elven forces withdrew from the Old World, their armies, like their arrogance, shattered in defeat. In their pride, the Elves have decided to do one last suicidal assault upon the walls of Karaz-a-Karak. Suddenly however, news began to stream into the remaining Elven Lords that Malekith has once more invaded the Island of Ulthuan one of the largest Dark Elven invasion to that date. Swallowing their pride, the Elven Lords began a mass evacuation of all Elven citizens from all the colonies and gathered their forces to repel the Dark Elven invasion.

The Dwarfs rightfully considered themselves the victors of the War of Vengeance, as their foes had departed, driven from the very continent. This hard-won situation should have ensured the Dwarfen dominion over the Old World for ages to come, however in their arrogance the Dwarf were fully unprepared for the catastrophe that is soon to come.

The Great Collapse: The Time of Woes
The long conflict had lasted for nearly 400 years had bled the Empire of the Dwarfs dry, and the Dwarfs found their vigor and their population extremely spent. Before they had even begun to recover, their realm was beset by a catastrophe that rocked the foundations of the Warhammer World. The nefarious Skavens in their infinite greed for power hatched a grand scheme that would would open up tunnels beneath the earth in their attempt to expand their domains to all Four Corners of the World. Lying deep beneath the ancient city of Skavenblight, the Skavens fed an ancient diabolical machine with huge quantities of unstable but power-saturated Warpstone, redirecting the dark energies being harnessed in amplifying the powers of the Skaven Sorcerers incantations.

The ground shook and the groans of shifting rocks almost drowned out the shrill climax of the chanting seers. High above them, within the crumbling monuments of the city, the great Bell-Tower tolled as the structure swayed and creaked like the mast of a ship at sea. Then, for the first time, but far from the last, the great machinery of the Skavens failed them, as an unknown part of the ingenious but imperfect device broke down in the most critical of moments. Within seconds, catastrophe occurred.

With a blinding white flash of pure malevolence, a tidal wave of raw magical energy swept through the underground chambers of the city and unleashed its power upon the spine of the world. Tunnels collapsed, buildings fell, and the land began to heave and tremble. The entire undermined plain surrounding the city of Skavenblight sank as geysers of flame erupted from the tortured ground. The damage was even more devastating as the energies swept outwards. Soon the whole of the Old World began to tremble as the titanic force erupted in all directions. The World's Edge Mountains began to buckle under the relentless assault, as the surging energy crashed against the spine of the entire mountain range. Great tidal waves rose from the sea and crashed against the coast, consuming all in their path. Long dormant volcanoes erupted within the East and the lands was scarred for all eternity by geysers, lava, and earthquakes. The great realm of the Dwarven Kings became undone, as their whole kingdom was destroyed in front of their very eyes.

Ever single settlement of the Dwarfs suffered calamity, as walls collapsed, mine workings shattered and lower levels flooded by subterranean waters. The mountains themselves shuddered, in some cases breaking apart to send avalanches in sweeping waves that crushed the valleys and lowlands. Such was the devastation brought during that time that the Dwarfs remembered it simply as the Time of Woes.

Goblin Wars (-1449 to -250 IC)
The catastrophe brought about during the Time of Woes created a chain reaction upon the World. With volcanic activity erupting to the east, the Gobliod race migrated in unimaginable numbers towards the west. In response, tribes of Humans began to migrate to migrate into the Old World in ever increasing numbers, trading gold and cattle towards the Dwarfs as they try to escape the rampaging hordes of Greenskins that are following jsut behind. With the permission of the new High King, Nurn Shieldbreaker, these Human tribes were allowed passage and faded into the forest of the Old World. The many invasions that followed began a disjointed series of wars and battles that the Dwarfs named this part of their history simply as the Goblin Wars, for the Goblins were the most numerous of the enemies arrayed against them.

The first attack came just after the last aftershock was finished. Unidentified enemies infiltrated the Dwarfs underground networks in impeccable numbers, and soon outpost and small strongholds became under attack. With the walls and gates of their once formidable fortress now cracked open by the earthquakes, the scattered Dwarfs quickly became outnumbered and surrounded. The first to fall from his massive onslaught was the Dwarf stronghold of Karak Ungor.

Taking advantage of the Chaos, a wave of Night Goblin tribes emerged within the very center of the city, taking the Dwarfs of Karak Ungor completely by surprise. Using their speed and overwhelming numbers, the Night Goblins took level after level from the Dwarfs. Defiant to the last, knots of warriors and militia rose up to meet the invaders back to back, attempting to hold the Night Goblins off in key locations until the population could evacuate. The King of Karak Ungor, King Kargsson of the Stonehelm Clan lead a counter-attack that gave enough time for the woman and children to evacuate. With all of the population accounted for, the King ordered to finally abandoned the city and make their journey towards the strongholds of Karak Kadrin and Zhufbar. King Kargsson never made it, for he valiantly closed the tunnels behind him as the enemy began their final decisive attack.

With the enemies controlling both the surface and the underground tunnels, communication between the holds was lost. The next attack upon the Dwarfs came upon the mineral-rich stronghold of Karak Varn. Known famously for the largest deposit of gromril in the world, when the great earthquakes struck, the lower workings of the stronghold became flooded by the nearby lake of Black Water. Without any warning, Skaven armies coming from the city of Skavenblight attacked the lower workings while an army of Orcs besiege the city from above. Caught between two massive armies, the Dwarfs stood little chance. Despite the stout defences erected by the Dwarfs, after nearly a year of fighting, the city of Karak Varn was inevitably taken. Most of the stubborn population fought to the bitter end, with only a handful of clans managing to evacuate and reach the safety of Zhufbar.

After the fall of Karak Varn, a series of defeats were further inflicted upon the Dwarfs at many locations within the World's Edge Mountain. Columns of smoke rose high above the peaks as surface settlements and mines were put to the torch. Refugees that survived the attacks attempts to cross the mountain passes to reach the other holds, but these places were clogged with enemy armies streaming into Dwarf territory. As the war escalates, the Underway became a warzone between armies of Night Goblins and Skavens seeking to control the tunnel networks as their own. To the south, the mines of Ekrund was sacked by an army of Orcs, driving the Dwarfs out of the resource-rich Dragonback Mountains. The Gold and Brimstone mines of Gunbad were also taken by a host of Night Goblins of the Red Eye Tribe. After being besieged for several decades, the stronghold of Mount Silverspear was lost to the Orcs as well. In time, the entire eastern edge of the World's Edge Mountain was lost to the Greenskins.

Several decades following the Time of Woes, the once dormant volcano within Thunder Mountain suddenly erupted violently, forcing a mass migration of Trolls towards the remaining Dwarfholds. To combat these creatures, High King Morgrim Blackbeard, declared the Troll Wars and lead a 300 year-long campaign to reclaim lost territory. However, the Dwarfs eventually lost three more major strongholds in the span of fifty years. Karak Eight Peak, the second strongest mountain Kingdom of the Dwarfs fell to the ratmen in -513 IC. Karak Azgal was stormed and sacked by an Orc army in -493 IC, only to be forced out as a Dragon delves into the tunnels and claimed the hold as his own in. Karak Drazh was attacked and captured by the Orcs the very same year, eventually becoming the new Greenskin fortress of Black Crag. After nearly a thousand years, the Goblin Wars was nearing its end, and should the Dwarfs not stop the Greenskins soon, nothing would stop them from conquering the whole of the Old World.

The Age of Mankind (-250 to -1 IC)
Following the loss of several major cities, there began a mass exodus out of the World's Edge Mountain in their attempt to escape from the clutches of their enemies. Though it grieves them to do so, many Dwarf clans forsook their ancient homeland and began moving west. Led by the surviving clan members of Karak Eight Peaks, Karak Azgal and Karak Drazh, these expeditions fought their way through the forest of the Old World and into the safety of the Grey Mountains. There the clans rebuilt their lost society, resulting in the establishment of the new stronghold of Karak Norn and Karak Izor, with mines rich with mineral deposits of copper and iron in abundance. Though not as powerful or as wealthy as the strongholds within the World's Edge Mountain, these strongholds were nonetheless free from the depradation of their enemies.

Over time, the Dwarfs began to reestablish old trade routes that would connect and maintain communication between the strongholds of the Grey Mountains and World's Edge Mountains. As these Dwarfs began to transverse the wilderness of the Old World, they soon rediscovered a confederation of Human tribes that originally settled here following the outbreak of the Goblin Wars. They have also learned that the emerging Human tribes are battling against the Greenskins for possessions of the forest and lowlands, and from them the Dwarfs found a common ally against the ever increasing Greenskin threat. The Dwarfs did all they could to encourage the primitive tribes of Men establishing trade, good relations and the exchanging of weapons and armor in their efforts to aid them. However, even with the aid of the Dwarfs, it became clear to them that the Humans are beginning to slowly lose this conflict.

Whether it was fate or the intervention of the Gods that resulted in its formation, the bonds of friendship that will be formed between the race of Man and Dwarfs on this one historic day shall endure until the final days of this world's demise. A trading convoy that included the High King, Kurgan Ironbeard was ambushed on its way from Karaz-a-Karak to the Grey Mountains. The Orc army that attacked them was enormous, and although the Dwarfs slew the Orcs until their bodies lay in heaps, they inevitable failed and their High King taken captive. Luckily for the beleagured Dwarfs, this territory was the domains of the Unberogen tribe, a fierce and war-like tribe of Men who fought relentlessly to clear their lands of Greenskins. Led by the mighty warrior-prince Sigmar Heldenhammer, the chieftain's son, an army of Unberogen warriors fell upon the Orc army with great fury.

This meeting would be a turning point in Mankind's history. In the battle that transpired, Kurgan Ironbeard bore witness to this young, human prince facing down Warlord Vagraz Headstomper. Despite young Sigmar's mighty strength, every killing blow his bronze sword had made was turned aside by the armour of the Orc, and every blow from its flaming axe came all too close to ending his young life. Ironbeard broke free of his bonds and fought his way to Vagraz's tent, where he kept his pick of the Dwarf King's possessions, which includes the mighty hammer Ghal-Maraz, the Splitter of Skulls. Kurgan threw the hammer towards Sigmar, cursing the Orcs with every curse known to Dwarfkind. Sigmar caught the ancient weapon and the tide turned for the Unberogen. Sigmar assaulted the Orc with mighty strikes of his hammer, the fury of his blows bringing the hulking beast down to a single knee. With the final strike, Sigmar smashed the Orc's skull to bloody shards. A mighty feat, even for a warrior wielding a weapon forged with Dwarfen skill. With the close of the battle, their holdings avenged, Sigmar attempted to return the hammer to the High King. In that moment, a historical act came about, one unheard of in all the annals of both Men and Dwarfs and forever forged an unbreakable bond of friendship between the men of the lands west of the mountains and the Dwarfen kingdom of Karaz Ankor -- King Kurgan Ironbeard gifted the ancient hammer Ghal-Maraz to Sigmar.

It was a unique happening for a unique weapon; for the power of Ghal-Maraz is old, ancient even to the Dwarfs, and it is said that the weapon possesses a will of its own, and it actively chooses those who are to bear it into battle. Indeed, as fate would have it, the hammer was always Sigmar's, and had been waiting for the day the warrior would claim it. The Dwarfen King looked upon Sigmar and saw within him power, honour, courage and nobility without parallel, and knew that Ghal-Maraz was rightfully his, and he also reasoned that an ancient runic weapon was fitting payment for saving the life of a Dwarfen king. From then on, the Dwarfen nations and the Unberogen clans were the most steadfast of allies.

With the mighty warhammer in his possession, Sigmar began his campaign to unite the warring tribes of Men against the unstoppable onslaught of the Greenskin hordes. As Kurgan Ironbeard returned to his seat of power within Karaz-a-Karak, it soon became clear that the Greenskins are growing near unstoppable. In the years that followed Sigmars campaign of unification, the Dwarfs within their mountain kingdoms have felt an invasion unlike anything they have endured before. Holding the Greenskin hordes off as much as they could, after nearly a decade, Sigmar had finally united the Tribes into a single unified force, and it did not come at a better time.

Envoys of King Kurgan Ironbeard arrived with news of an Orc horde of such monumental scale as to eclipse all those before it, marching towards the now-legendary Black Fire Pass, intent on destroying the races of Dwarf and Man forever. This, Sigmar would not allow. He summoned all his brother-kings to the golden halls of King Siggurd for a grand meeting now known in the annals of history as the Council of Eleven. There, the kings conferred of how they would face this apocalyptic threat. Some of the assembled kings realised that the only path was to unite into one great host, placing the overall command of the army under Sigmar. Others, however, would not bring themselves to relinquish command over their own warriors to another king, and remained obstinate. Soon, dissension and argument arose between the assembled warlords. Sigmar saw this and was filled with contempt, silencing the dissent with a word. He denounced the shamefulness of their squabbles while a lesser race stood united and poised to destroy humanity.

Sigmar implored the gathered tribes not to meet the Orcs and Goblins as they had in the past, standing apart from each other, refusing to lend aid and combine their forces when needed--that would only lead to their defeat and deaths. His voice rising with a terrible rage that was felt throughout the gathering, Sigmar called on all the tribes of Man to unite and make their common stand with the Dwarfs, calling it the crucible of a new nation. As recorded in the Book of Origins, Sigmar's final shout of "To war!" was answered with a cheer so loud that the Dwarfs heard it as far away as Black Fire Pass. History records that Sigmar's army arrived just in time, as the Orcs finally breached the wall King Kurgan had built across Black Fire Pass. Leading the charge from the chariot of Siggurd, Chieftain of the Brigundians, Sigmar fell upon the Greenskins as if he were the God Ulric himself. The force of the Human assault stopped the Orc and Goblin advance, then began pushing it back. The Dwarfs saw this as their opportunity and charged from their forts and towers and fell upon the Greenskins' flanks. Fear overcame the Greenskins and they began to break ranks and flee. Their leader, Warlord Urgluk Bloodfang, rallied his forces and made a counter-attack. Charging, he and his warband came face to face with Sigmar and his Knights of the White Wolf.

Sigmar and the Orc warlord entered into single combat, whilst Siggurd and his elite Brigundian warriors battled Bloodfang's Black Orc bodyguards. Hammer clashed with cleaver as the two struggled for advantage. After nearly an hour of fighting, Sigmar killed the Orc warlord with a mighty double blow, first breaking the hand that held the cleaver, then smashing Bloodfang's skull on the return stroke. The death of their leader was also the death of the Orc army, which broke and ran in utter panic. The slaughter that followed was terrible to behold as the armies of Man and Dwarf fell upon their most hated foes. It is said that there has never been a greater concentration of crows in the all the world that which gathered to feast on the stinking and unburied corpses of the Greenskins at Black Fire Pass. So many died that day that it would be over a thousand years before the Orcs and Goblins could again raise such an army, even with their prodigious if unknown reproduction rates.

With the defeat of the Orcs at the Battle of Black Fire Pass, the security of the lands of the Twelve Tribes was assured. King Marbad was afforded the funeral rites of the greatest heroes, for such he deserved, and was carried onto his pyre by his fellow kings and his heir. Not only was the race of Men saved, but so was the Dwarfen domain. In heartfelt gratitude, King Kurgan Ironbeard pledged that he would charge Alaric with the creation of twelve, magnificent blades in thanks to the Empire of Man for their shared brotherhood. These blades would later be known as the original twelve Runefangs, which continue to be wielded by the Counts of the Empire to this day. After the Battle, Sigmar's fame spread wide and far, renowned as a hero of all Mankind. Upon the anvil of war and the fires of battle, at last his dream of a united empire had been realized. For men of all tribes had stood together in the battle-line as brothers, and with the truth of their common enemy now made obvious, the old tribal hatreds had evaporated away, replaced only by iron-hard ties of brotherhood. With the victory, it is said that the kings, and then their tribesmen, all dropped to a knee within the pass before Sigmar, accepting him as their new lord.

Thus, at Reikdorf one year after the Battle of Blackfire Pass, the Ar-Ulric, high priest of the Cult of Ulric, placed a crown of gold and ivory, a gift from the Dwarfs, upon Sigmar's head and proclaimed him the Emperor of Man before the assembled representatives of the Human tribes. Before him knelt the tribal chiefs, who swore brotherhood to each other and fealty to Emperor Sigmar and the newborn Empire of Man.

Dawn of the Silver Age: Conquest and Prosperity
A new age of prosperity had begun. Many Dwarfs moved into the newly forming Empire, and trade between the lowlands and the mountains flourish into an age of prosperity, invention, and reconquest, a age that many Dwarfs have begun to call the Silver Age. Although their numbers had lessened, there were still Greenskins, Beastmen, and monsters that stalk the lands of the Empire, and the tribes of Mankind still needed weapons to fight them. Even better, the humans would pay good gold for every swords the Dwarfs forged. With the western lands stabilising and Black Fire Pass now closed to enemies, the Dwarfs attempted to reestablish a grip upon the World's Edge Mountain. Throng after throng of heavily-armored warriors marched forth from the great holds and lead a campaign of conquest not seen since the dawning of their history.

Tenaciously, they cleared Orc encampments off the mountainsides, scoured the tunnesl for Night Goblin tribes, exterminated Skaven dens and drove out families of monsters from their bone-strewn lair. But the toll was high, as every step, cavern, tunnel and mountain pass was paid for with irreplaceable Dwarf blood. Yet the Dwarfs were a determined lot, and the territory won back from the Greenskins was well worth it. Another event has also begun within the highly traditional societies of the Dwarfs. A new Industrial Revolution flourished during the Silver Age, hoping to find ways to replace the secrets and magnificent now lost to the Dwarfs since the beginning of the Goblin Wars.

Soon traditional weaponry such as crossbows and catapults had now been replaced with a newer and deadlier arsenal of black-powder weaponry such as fuse-bombs, handguns, and the mighty earth-shattering cannons. With the leadership of the Engineers Guild, black-powder weaponry were devised and continually improved, with new variants and prototypes being produced and experimented almost everyday. Transportation and trade were further improved with the invention of the first Train and Ironclads. Mining was revolutionised with the invention of steam-powered drilling devices that now took fewer Dwarfs to excavate for new mineral deposits. Dwarf Holds were now refitted with a dazzling array of cannons that could halt an army in its tracks, making the defences of the Dwarf Hold now near impregnable. As the Dwarf population was but a fraction of its former size, these innovations were in much demand.

Biology
"Who are you callin' short!"

- Gotrek Gurnisson

The Dwarfen people are short and stunted in nature, but possess an extreme degree of durability, endurance, strength, immovability and stubbornness, characteristics that many other races often mockingly compare to, or in the Dwarfs case, embody those of a stone or rock. Most Dwarfs stand only a mere 4 or 5 feet in height, however they are noticeably twice as wide, with strong thick arms, long broad shoulders and short but powerful legs. These characteristics is well suited for the Dwarfs in their underground homes, making their stunted yet stocky bodies well suited to the cramp environments of the tunnels. As you might expect, Dwarfs are also natural diggers and miners, with many Clans often lending their youths or "Beardlings" into the mines as miners or military warriors as a way to toughen them up to become a true Dwarf in the eyes of their peers.

It is also customary, and in most cases mandatory, for all male Dwarfs to have a beard of some-kind. Most Dwarf youths begin to grow their beards at a relatively early age and will continue to grow for the rest of their lives. These beards are an integral part of Dwarf patriacarl society, for it often dictates a Dwarfs personal age, wealth, or experience. The longer the beard, the most respect he gains from his peers and those of society.

The Dwarfs are also widely known within the Old World as a race of alcoholic drinkers of fine Dwarf ale. Known famously for brewing some of the best beers and ale in the known world, these Dwarfs would like nothing more than to sit down, have fun with their companions, singing songs or tall tales, and drinking beer until the rise of the morning sun. As such, the Dwarfen people have naturally strong livers, allowing them to drink vast quantities of ale without much repercussions.

Another characteristics of the Dwarfs is their odd resistance to magic. Dwarfs are not able to feel or control the Winds of Magic in comparison to other races of the World, and in some cases, they have become highly resistance to mutation, a severe side-effect of an over-exposure to magic. The only way a Dwarf will be able to use magic in any form is the use of Runes and the proper teachings of a Runepreist.

Government
"When I were but a lad, my father, the King, taught me three things: Never accept a gift from an Elf, never trust gold that glistens in the darkness, never forget a grudge. On his deathbed I swore to uphold those values to me own dying day, and Grungni willing, I will."

- King Alrik Ranulfsson of Karak Hirn



Similar to that of the Empire of Man, the Dwarfen people has a ruling spiritual and political leader known as a High King, and below him are a class of lesser Dwarf Kings who each rule a stronghold or Karak (Khazalid for "mountain stronghold"). In theory, the High King has absolute rule over all of his people and all the Mountain Kingdoms, and may issue edicts or demands if he so chooses. However in reality, the High King actually has to consult and cooperate between each of his fellow Kings, and as of tradition and mutual respect, each Dwarf King must follow and answer the edicts imposed by his High King.

Each Dwarf King has complete authority within his own Karak and the surrounding territories he occupies. He may pass laws and give edicts to his subjects, but as of tradition, he would usually have a Council of the oldest, wisest and most respect Dwarf to consult the issue and ask for advice. As is the King's duty, a Dwarf King must always put his people and his kingdoms well-being above all others. These duties may range from as simple as hearing the grievances between fellow individuals or clans, to as large as leading a Throng to face the enemy in combat to repay grudges and lost debt.

The position of a Dwarf King and that of the High King is hereditary, with only those of the original royal-blood line having any legitimacy to control and claim a Karak. As such, a Dwarf King is also the head of the Royal Clan, which are basically extended families who can trace their lineage to the very first Dwarf who had claimed, built, and ruled the Karak from which they are currently living in. Priding themselves in their loyalty between one-another, no Dwarf has ever tried to usurp the throne of a Dwarf King, making a Civil War near non-existent within Dwarf society. Only if a royal line is extinguished or disgraced will the throne be open for legitimacy. In such an event, there are several possibilities and outcomes. Either a high-ranking individual such as a Thane or Prince will be found worthy of succession, or a highly prestigious Dwarf Clan can take up the mantle as the new Royal Clan.

Below the King is a class of nobles with varying degrees of titles and status, usually taking the name of Thanes. These high-ranking Dwarfs are amongst the oldest, wealthiest, and most skilled individuals within their Karak or Kingdom. These Thanes owe fealty to their Dwarf King and are allowed to hold an important office within the ruling body, but such a position is not hereditary but rather given to those of great skill.

Religion
"I am a Dwarf!...My honour is my life and without it I am nothing...I shall become a Slayer...I shall seek redemption in the eyes of my ancestors...I shall become as death to my enemies...Until I face he that takes my life and my shame."

- Oath of the Slayer Cult of Grimnir

Contrary to popular beliefs, Dwarfs do not worship a certain religion or holy deity, but rather have a belief centered around the veneration and reverence of their ancient ancestors. They believe that the spirits of their ancestors are constantly watching over them, guiding their actions in order to fulfill a grander purpose for the benefit of all Dwarf kind. Dwarf society is often built around these principles, where the oldest amongst their group are often held in higher esteem and respect within the community. Should a very old and highly respected Dwarf die, the community would carve out monumental tombs in order to worship and venerate their deceased ancestors, with the oldest of relics and treasures being both the most highly valued and as a symbol of the ancient power the Dwarfs once wielded.

It is said in the oldest of Dwarf traditions that there once existed a pantheon of powerful deities who lead the Dwarf people into their new-found homes within the World's Edge Mountain. Having many names, this pantheon is often known by many as the Ancestor Gods. According to the Dwarfs, these deities were amongst the first of the Dwarfen race, carved by time from the rocks of the mountains, and birth by stone itself. Rather then be worshiped in holy reverence like the Gods of the Old World, the Dwarfs consider these ancient deities as living ancestors rather than mystical Gods. In fact, it is said that the High King is the direct descendant of Grungni and Valaya, one of the most important of all the Ancestor Gods. Over the years, these Ancestors eventually gathered a following of like-minded individuals, resulting in the creation of semi-religious Cults, the most prominent of which is the Slayer Cult of Grimnir.

Major Ancestor Gods
Although each Ancestor God is revered in equal measure, it is a common knowledge that the Dwarfs venerate three Ancestor Gods that is considered the most important of the pantheon. These includes:
 * Grungni - God of Smiths and Miners, and the husband of Valaya.
 * Valaya - Goddess of Hearth, Healing, and Protection.
 * Grimnir - God of War and the brother of Grungni.

Lesser Ancestor Gods
Though less well-known, these Gods are nonetheless still revered as amongst the greatest of their race.
 * Gazul - Lord of the Underearth and protector of the Dwarf dead.
 * Smednir - Shaper of Ore, and the son of Grungni.
 * Thungni - God of Runesmiths, and the younger brother of Smednir.
 * Morgrim - God of Engineers, and the son of Grimnir

Language
The Dwarf language is called Khazalid. It is an ancient language that has remained unchanged over many thousands of years both in its spoken and written runic form, absorbing only a few words from Elven and human languages. Khazalid is kept a secret language, and is rarely spoken in the company of other races, except for their feared and infamous battle cries. Khazalid includes very few words of obvious Elven or Human origin. By contrast there are many loan words from Khazalid in the tongues of Men, which suggests that Dwarfs must have taught some fundamental words to their taller allies.

This is most obviously the case of words to do with traditional Dwarven craftskills of smithing and masonry, skills which Dwarfs taught Men many centuries ago. Khazalid well reflects the nature of the Dwarfs. There are a relatively large amount words for things such as different kinds of rock, underground tunnels and precious metals. It is said there are over a hundred words for "gold" in Khazalid, each subtly different and describing its lustre, color, purity and hardness. On the other hand, there are few words for abstract concepts. Words for physical things are also used for concepts which the Dwarfs perceive as related.

An example is the Khazalid word for mountain, which is also used to denote concepts such as unyielding, enduring and permanence. The sound of Khazalid is guttural. Dwarfs have deep, resonant voices and a tendency to speak more loudly than is strictly necessary. Khazalid vowel sounds in particular are uncompromisingly precise and heavily accented. Consonants are often spat aggressively or gargled at the back of the throat. Contrary to Men, whose dialect differs widely depending on geographic location, the Dwarfs remain fairly consistent in dialect across the Dwarven realm, although there are exceptions.

Clans
Each stronghold is home to several Dwarf clans. Social ranking is based on clan. The lowest ranking are the disgraced Clans who are often outcasts from the holds. The next lowest are the Clans which have no home hold, and instead wander from hold to hold as traders, as well as work in the cities of the Empire. The middle ranking class are the respectable clans who dwell within the holds. The top ranking clans are the clans which engage in the most respected trades, such as goldworking, weaponsmithing, runesmithing, and engineering. The ruling class is the royal clan, whose members are the nobility, one of whom is the king of the Hold. Dwarf clans are extended families who can trace their ancestry back to a founding ancestor who may have settled a specific valley, built a strong hold or founded a mine. The fact that the Dwarfs are exacting craftsmen and would never simply mass-produce their crafts means that their work remains rare and in high demand. Consequently, prices for Dwarf work are always high.

Dwarf clans are made up of many families, all of which share a common homeland. Often the clan has long lived elsewhere, as the original homeland has been lost or destroyed, although the clan has never given up the dreams of one day reclaiming their homeland and building it anew. The ancestors of the clan are highly honored, and part of this honor involves singing their sagas and maintaining their tombs and relics. Each clan is lead by the clan head also known as a ''thane. Some ''clans have their own identity sporting personal banners, sigils, and warcry.

Economy
Each Dwarf hold is a self-contained economy. Most are at the centre of a network of smaller holds which operate their own mines, shop, farms and workshops. Trade exists both within this network, and with the outside world.

Dwarfs trade the raw materials and finished goods for food and other goods they cannot easily acquire. The skills of the Dwarfs at working materials have not, however, declined like their empire, meaning that their goods will always attract a high price. Good farming land is scarce in the mountains, and Dwarfs do not make good farmers, but they are enthusiastic hunters and often feast on the meat of beasts they have killed while roaming the mountains around them. Grain and fruit are brought into the mountains by traders and are bartered for metalwork and gold. A Dwarf hold also have numerous guilds to offer complaints, opinion, and suggestions to help regulate and improve the holds economy. Guilds are made by a group of dwafss of common skills or profesionn such as miners, blacksmiths, runesmiths, enginering, and even candle makers. These guilds also improve mines and other workshops under the guilds general interests.

Dwarfs drink beer in large quantities as a result many clans serve beer in drinking halls to make a profit, beer making it the most common business a dwarf clan can go for. These clans often compete with one another on making the most finest quality beer to earn renown and gold (mostly for the gold). A dwarf name Josef Bugman stands as the paragon of quality, brewing the most high quality beer a dwarf can ask for.

Age, wealth and skill
The most important principles of Dwarf society are often summarised as three things: age, wealth and skill. The more of these that you have, the higher you are in Dwarf society. Dwarfs do not boast of their family achievements, they merely set the the record straight and proclaim their ancestors' greatness by their wealth and skills. Dwarfs do not age the same way humans do, dwarfs can reach hundred of years old, some are even seven hundread years of age. Dwarfs start their lives as young dwarfs known as "beardlings." These dwarfs still have short beards indicating their young age, beardlings turn to adults once they reach a hundred years. The oldest of dwarfs are the "longbeards" or "greybeards" these dwarfs are over five hundread years or more. These dwarfs are known to be the most wisest and the most experienced dwarfs in dwarven society.

The other important part of Dwarf culture is their beards. Dwarfs never cut or trim their beards, as the length of a beard indicates age, and thus wisdom. Those with the longest beards are looked to for leadership.

Dwarfs have an affinity for the past and constantly seek to remember their forebears by repairing and maintaining their products. All Dwarfs know how to reforge an ancient blade and are constantly trying to incorporate ancient relics into their newer works. All of the most powerful of these weapons are forged by Gromril, the strongest, rarest, and most treasured metal known to the dwarves.

They also enjoy hoarding their hard earned treasure and gold. When a Dwarf dies, his wealth goes to his family and so passed down the generations. This process ensures the memory of the dead and secures a Dwarf's supply of money for a more desperate time. Often a Dwarf will measure his security by how far off the ground they are when they sit on their treasures. Often the supplies of the stronghold itself are so huge as to be a massive attraction to Orc and Goblin hordes willing to take the risk of death to gain huge amounts of gold.

Dwarfs have a rigid and unyielding sense of honour, which is centered around the bond or promise. A promise does not die with an oath-maker, nor does treachery die with an oath-breaker. A Dwarf will be bound to an unfulfilled promise made by an ancestor, and will commit themselves to their fulfilment. Likewise they will look to the descendants of oathbreakers for recompense. Serious breaches of faith against the Dwarfs are recorded in the Book of Grudges.This massive tome is kept in Karaz-a-Karak, the capital of the old Dwarf empire, and constitutes something of a chronicle of Dwarf history.

Military

 * See also: Dwarf Navy

Dwarfs are well-prepared for war as each is already a battle-hardened warrior. In times of war, members of the clans will form regiments of Warriors, Quarrellers, and Thunderers under the leadership of their thanes.

Superior Dwarven craftsmanship and engineering skills give their armies the most advanced technology including superb armour, black powder weaponry such as handguns and cannons, and powerful war machines. Dwarfs tend to prefer close combat where they are more than a match for most other creatures. Dwarfs do not make use of the wild winds of magic in the form of wizardry but instead rely on the powerful runic magic of their Runesmiths.

Dwarfs are not suited to riding beasts, let alone horses, but occasionally ride in their advanced Gyrocopters through the sky to attack their foes with a small cannon. Occasionally Dwarfs are mounted on Dwarf-drawn thrones if they are of sufficient rank and power.

Dwarfs fight on tight formations of shield, axe, and hammer advancing againts the enemy slowly and methodolically. Since every dwarf in the formation is a kin each warrior protect each other. With a volley of lead, rock, and bolts to herald the coming of a wall of shield, axe, muscle, and dwafish arrogance few enemies can face such an implacable army.

Dwarf Infantry
Every Hold house many dwarf clans, and it is expected that every clan and guild in every dwarf hold is ready to fight war when the king have command them. Every clan and extended families will form the bulk of the dwarf army known as a "Throng", and guilds such as the runesmiths or engineering guild will provide magical or mechanical support for the army.
 * Dwarf Warrior - Warriors will form the backbone of every dwarf clan and every throng in every engagement, these uncompromising warriors hail from one of the many clans in a Hold. Warriors fight on a tight formation of kinsman hacking the enemy methodolically. In battle warriors always be form of the same clan, no single dwarf warrior is the same for every warrior carry their own personal armor, weapon, and different equipment suiting personal taste. Determine and arrogant in equal measure dwarf warriors make the most steadfast of fighters in the old world.
 * Dwarf Quarreller - Since the Dwarf first came to the World edge mountains the crossbow has been the dwarfs favorite range weapon. It will easily beat the goblins weak bows, and it is even capable of dropping a black orc dead in its track. the number of dwarfs that use crossbow have fallen some in recent time as more and more started taking up handguns, but the crossbow will never disappear entirely though. The Quarrellers that remain are a stubborn bunch, preferring to trust their own eyes over those new-fangled sights. If nothing else many begrudge the cost of gunpowder when all a crossbow takes is a little bit of elbow grease
 * Dwarf Thunderer - Although some more old fashion or traditional dwarfs still regard the handgun with some suspicion, it has become a common sight, almost as common as the crossbow. The Dwarfs who specialize themselves in using the handgun have become known as thunderers. being methodical as well as mechanically gifted they will simply keep on loading and firing in a disciplined manner, even when the enemy are right up close, rarely suffering the misfires the would afflict less-disicplined troops. Many Thunderers will have crafted their own handguns, incorporating personal preferences and additional improvements of their own. There are a lot of rivalries between Thunderers as to who has the most accurate handgun, which has resulted in the dwarfs handguns being the most precise weapons of their kind in the world.
 * Dwarf Longbeard - A Longbeard is the oldest, most experienced warrior of the dwarf throng, a fact evidenced by the length of their beards. These ensure that they receive the proper respect from other Dwarfs, who have been taught quite rightly to always respect their elders.Longbeards have fought in more wars, beaten more enemies, and endured greater hardships than any young Dwarf could possibly imagine. They constantly grumble about how today's goblins are far smaller and weaker than they used to be, and how nothing is as well made as it was in their day. no dwarf would dare argue with them for they have the experience and the beard to prove it. In battle, Longbeards are able to demonstrate their time-won skills, showing disdain for even the smallest shifts in fortune that would throw less experienced warriors into confusion. Valaya help any Beardling who falters under their stern eye, for they will admonish him in no uncertain terms.
 * Dwarf Ranger - Rangers are dwarfs who serve as scouts, and hunters to a dwarf hold. Rangers spend most of their time in the surface to keep constant vigil of the holds borders, hunt game, and map the land, giving the king eyes and ears on the outside of the hold. Dwarfs are a mountain race and expert miners, the common dwarf will treat a ranger with suspicion and distrust. Rangers are the first line of defence for a dwarf hold under siege, harassing the enemy with hit and run tactics using runemine traps and bolt fire while waiting for a dwarf throng to relieve them.
 * Dwarf Miner - When a Dwarf hold goes to war, many mining clans will send their warriors to battle. As a gesture of pride in their profession, they will tend to carry picks rather than axes, but such is their skill with them that this is no disadvantage. There are many benefits to having such troops in an army, notably they can use their skills to tunnel beneath the enemy and gain the advantage of surprise.


 * Dwarf Ironbreaker - In a labyrinth of tunnels the Ironbreakers stand guard. The protectors of all that is sacred, the Ironbreakers battle tirelessly to prevent the desecration of their homes. Clad in gromril and armed with axe and shield, they stand bold. They are impervious, implacable and unmoving.
 * Dwarf Hammerer - Hammerers are forged in battle and selected for their bold and courageous nature. Renowned for their elite fighting skills and steadfast loyalty, Hammerers are the preferred bodyguards for many Thanes and Lords.
 * Dwarf Irondrake - While in times of need, Ironbreakers must deploy drakeguns - mighty weapons that belch alchemical fury. Such is the power of the drakegun, only a few Ironbreakers are capable of wielding its flesh-scorching punishment. They are known as the Irondrakes.

Dwarf Artillery

 * Bolt Thrower
 * Grudge Thrower
 * Flame Cannon
 * Dwarf Cannon
 * Organ Gun

Dwarf War Machine

 * Gyrocopter
 * Gyrocopter Bomber

Lords

 * Dwarf King - Dwarf King are the highest ruler of a dwarf hold, they have absolute authority and power, but swear aligence to the Dwarf high king. Kings are a rare sight on the battlefield, they join battle only on the most dire of need, such when their hold is under siege and defeat is certain. The appearance of the King in battle give other dwarfs the will to fight on even when the odds are against them. Dwarf kings wear heavily ornated golden armor inscribed with powerful runes for superior protection, endurance, and vitality, they wield powerful rune weapons that can fell any foe, and is always accompanied by Hammerers the Kings personal guard.
 * Dwarf Lord - Dwarf Lord are those who generally lead a dwarf throng to battle. When a dwarf King send an army to defeat the enemies of the dwarf race, defend his hold, or to send missions and expeditions the King appoint several clans and their extended families to answer the call of battle. Among the Thanes of every clan who were given the task they will appoint one of their number to be the helm. These dwarfs must not only a capable warrior but also a leader, a tactician, credible, and have the longest beard outside the greybeards. The lords level of equipment depends on his clans standing, wealthy clan thanes wear suits of gromril armor the strongest armor known to dwarf kind and use powerful rune weapons. Poorer clan thanes uses iron armor and a potent rune weapon. Most dwarf throngs are led by those from the royal clan, related to the king, these dwarfs hold the actual title of "lord" but Thanes more often than not will become or rather take the role of "lord" if need be.
 * Runelord - Revered by their holds, the Runelords are the greatest of all the Runesmiths. As custodians of ancient lore they are naturally suspicious and jealously guard the secrets and rituals of their hammercraft. On the battle field Runelords dampen and channel the magic of their foes, rending it harmless. They alone have the ability to forge magical items using powerful runes – a skill passed on to a worthy relation, or taken to the grave.

Heroes

 * Thanes - Thanes are the patriarchs of a dwarf clan. In times of war Thanes lead their clan to battle in every dwarf army. In a dwarf throng thanes will lead their forces to victory by advising the Lord (Also a fellow thane) what course of action to take, although the final battlefield decision will fall to the lord. Thanes fight at the front of their clan leading his friends and family behind him. Some clans have their own personal heraldry and colors and these will be carried by Thanes as battle standards of their clan.
 * Runesmith - Runesmiths are the closest thing Dwarfs have to magic users in their culture. Runesmiths learn the ancient crafts of working metal and magic into Runes of power. The oldest and most respected of them are the Runemasters. The Runesmiths are members of the Guild of Runesmiths, which is said to have its origins in the days of the Ancestor God Grungni. The Guild claims descent from his son Morgrim, and it is for this reason they sometimes refer to themselves as the "Clan of Morgrim", though they are not the only clan who claim descent from the mighty god. All Runesmiths are kin, although the relation is often somewhat remote. Each family hands down its craft through the generations. When a Runesmith feels that the time is right, he will take one of his young relatives as an apprentice, teaching him all he knows about the art of Rune making. However, Runesmiths are so protective of their knowledge that many of them fail to find a worthy successor, and end up taking their art with them to the grave. The Guild of Runesmiths has great respect in their society. At the very least a Runesmith will have endured hundreds of years of harsh tutelage from their masters, and older Runemsiths will have centuries of runecraft and gathering of lost secrets reflected in the length of their beards and their tough, cantankerous demeanor.
 * Dwarf Engineer - Engineers, as the name suggests, are the Dwarven masters of technology and gadgets, continuing a long tradition of engineering craftsmanship. They employ their expertise to great effect in combat, shooting blunderbusses, throwing grenades at the enemy and even calling down artillery bombardments. In melee, they employ even more explosives or pummel their foes into submission using their engineering spanners and other assorted tools.

Dwarf Holds
The empire of the Dwarves, stretched out from all around the great mountain ranges in the old world, most notably the Worlds Edge Mountain. Also, due to dwarfs society being revolves around mining and smithing, most of the major, hold and cities all lie in the moutain, protected by massive mighty citadels, where only the most strongest army can ever breach such a fortress.

Notable Holds

 * Karaz-a-Karak
 * Karak Kadrin
 * Zhufbar
 * Karak Azul
 * Karak Norn
 * Karak Hirn
 * Karak Izor
 * Barak Varr
 * Kraka Drakk

Lost Holds

 * Karak Ungor
 * Karak Varn
 * Ekrund
 * Mount Gunbad
 * Mount Silverspear
 * Karak Eight Peaks
 * Karak Azgal
 * Karak Izril
 * Karak Drazh
 * Karak Vlag
 * Karak Dum