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The dwarfs name their realm the Karaz Ankor — the Everlasting Realm — and it was old before mankind raised its first city. In the dawn ages the ancestor gods walked among their people: Grungni taught them to delve and to smith, Grimnir taught them to fight, and Valaya taught them to endure. Their children carved kingdoms into the roots of the World's Edge Mountains, hold after mighty hold, linked by the underground highways of the Ungdrin and lit by forges that have never once gone cold. At its height the Karaz Ankor ran the length of the mountains from the northern wastes to the southern deserts, and its vaults held wonders the world will not see made again.
That height is long past. The decline began with plundered caravans and envoys shorn of their beards, and with the war against the elves that followed — the conflict elven chroniclers call the War of the Beard and the dwarfs, with grinding precision, the War of Vengeance. The dwarfs ended it with a dead Phoenix King and a crown locked in their deepest vault, but victory bought only exhaustion, for when the elves quit the Old World the mountains themselves turned traitor. Earthquakes split the holds, fire-mountains drowned the labour of centuries, and into every crack poured greenskins from above and skaven from below. Karak Ungor fell, and Karak Varn, and at last even Karak Eight Peaks, fairest of them all — names that are no longer kingdoms but grudges.
Every wrong of those long ages is written down. In Karaz-a-Karak the High King keeps the Dammaz Kron, the Great Book of Grudges, its oldest entries inked in the blood of kings, and every hold and clan keeps ledgers of its own. A grudge is not a grievance; it is a debt, entered formally, remembered exactly, and payable in gold or blood however many centuries the collection takes. Upon that granite the rest of dwarf culture is built: the sanctity of oaths, the worship of craft, the reverence for elders whose beards remember better days, and a deep distrust of anything new, hasty, or elven. Even their magic is nailed down — runesmiths do not cast spells but bind power into steel, where it can be trusted.
What remains of the Karaz Ankor endures as only dwarf-work can. Karaz-a-Karak still stands unconquered, the surviving holds still muster their throngs, and the oath sworn to Sigmar at Black Fire Pass still binds the dwarfs to the Empire of men in iron friendship. But the halls grow quieter with every passing century, and every dwarf knows it. Theirs is a civilization outliving its own golden age, rich in memory and short on tomorrows — yet no dwarf will yield one tunnel, one coin, or one line of the Book while breath remains to him. The Karaz Ankor forgets nothing, forgives less, and intends to settle its accounts in full.
Order of battle
Units
Battleline
InfantryDwarf WarriorsThe clan-mustered backbone of every throng — miners, smiths, and brewers who take up axe and shield beside their kin when the hold calls, and hold their ground until the grudge is paid.
InfantryQuarrellersSteadfast dwarf crossbowmen whose disciplined volleys punch through armour and drop the foe long before he can close to swing a blade.
InfantryThunderersDisciplined dwarf handgunners whose volleys crack across the valley like the mountain clearing its throat — every gun a masterwork, every shot a debt collected.
Artillery
War MachineGrudge ThrowerA dwarf stone-thrower whose boulders are carved with the grudges of the hold, so that every crushing impact settles an old score in blood and rubble.
War MachineOrgan GunA multi-barrelled dwarf cannon that unleashes a rolling thunder of shot down the length of an enemy formation, engineered to devastate and — usually — to work.
Elite
InfantryHammerersThe king's own guard, grim veterans wielding great warhammers who stand as an unbreakable wall between their lord and any who would harm him.
InfantryIronbreakersGromril-clad guardians of the deep roads, who fight the endless war beneath the hold where no sun has ever reached.
InfantryIrondrakesElite gunners encased in gromril, who advance behind gouts of searing dragonfire from their drakeguns and melt armour, monster, and man alike.
InfantryLongbeardsThe eldest warriors of the hold, veterans of centuries of war who have seen it all done properly — and will tell you so — while holding a battle-line steadier than bedrock.
InfantrySlayersOrange-crested oath-takers who have given themselves to death — shamed dwarfs seeking redemption in the doom of a mighty foe.
Heroes & legends
Characters
Belegar IronhammerThe Last King of the Eight PeaksThe rightful king of the lost hold of Karak Eight Peaks, who has sworn to reclaim his ancestors' city from goblin and ratman, and to hold it though it cost him everything.
GrombrindalThe White DwarfA mysterious white-bearded ancestor-hero who appears in the holds' darkest hours to lead the dwarfs to victory, then vanishes without a word once the danger is past.
Josef BugmanThe Master BrewerThe greatest brewmaster the world has ever known, turned wandering avenger — his brewery burned by greenskins, his legendary ale now shared only with those about to fight.
Thorek IronbrowThe Last AnvilAn ancient Runelord who carries the sacred Anvil of Doom to war, striking it to unleash the raw power of the ancestor-runes upon the enemies of the dwarfs.
Thorgrim GrudgebearerThe GrudgebearerHigh King of all dwarfs, borne to war upon the Throne of Power with the Great Book of Grudges open before him — the living reckoning of every wrong ever done to his people.
Ungrim IronfistThe Slayer KingThe paradox of Karak Kadrin made flesh — a king bound to his throne and a Slayer sworn to his doom, wearing a crown atop a crest of orange hair.
Chapters, dynasties & kin
Subfactions
Barak VarrThe Sea Hold, carved into the cliffs above the Black Gulf — the only dwarf hold with a harbour, and the gate through which the Karaz Ankor trades with the wider world. Its steam-driven ironclads rule the gulf, and its merchant clans are counted worldly, even dangerously broad-minded, by their mountain kin.
Karak KadrinThe Slayer Keep, iron sentinel of Peak Pass and home to the great Shrine of Grimnir, where doomed dwarfs come to swear the Slayer Oath. Ruled by the Slayer King Ungrim Ironfist, it turns no oath-bound pilgrim from its gates — and so Karak Kadrin marches to war with an army that intends to die well.
Karaz-a-KarakEverpeak, eldest and mightiest of the holds and capital of the Karaz Ankor, where the High King keeps the Great Book of Grudges beneath the tallest mountain in the world. It has never fallen to any foe, and its halls hold the accumulated treasure, law, and memory of the entire dwarf race.
ZhufbarThe great engineering hold, built into the walls of a chasm where falling meltwater turns ten thousand wheels day and night. Zhufbar's workshops arm the Karaz Ankor with cannon, handguns, and gyrocopters, and the Engineers Guild counts its forges the finest in the world. Its soot-stained clans are the closest thing dwarfkind has to radicals — which is to say, more conservative than any other race's priests.
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