Site editor · September 30, 2026
Replaced a uniformly terminal-decline depiction with the studio's period-specific reclamation setting and identified the contemporary High King.
lore+20-4
| 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. |
| The Dwarfen Mountain Holds form the Karaz Ankor. In the period covered by Warhammer: The Old World, their rulers and guilds are looking outward, organizing efforts to recover lost settlements and technologies. The studio describes an opportunity for expansion alongside the dangers posed by Orcs, Goblins and other enemies.[1](#reference-1) |
| ··· |
| 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. |
| ## The king and the period |
| ··· |
| 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. |
| Alrik Alriksson rules as High King from Karaz-a-Karak. Thorgrim appears as Thorgrim Ulleksson, before becoming the High King known as Grudgebearer. The distinction places these characters at an earlier stage than their later Warhammer Fantasy stories.[1](#reference-1) |
| ··· |
| 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. |
| ## Reclaiming lost ground |
| The Time of Woes left many holds lost or isolated, but the Old World account emphasizes efforts to reclaim them. The campaign in the 2024 Arcane Journal centres on Khazid Vosk, a former Engineers Guild outpost occupied by Orcs. The expedition reaches and recovers its upper levels. Likewise, a Dwarf marker at Eight Peaks does not imply that every level has been secured.[1](#reference-1) |
| A reclamation story gives a different perspective from a last stand in an intact hold. The attackers may know what once stood in a place while having only partial control over what survives there. For a narrative game or terrain project, that provides a concrete premise: an occupied workshop, a recovered gate or a disputed route underground. |
| ## Royal armies and expeditions |
| The designers distinguish the Royal Clan and Expeditionary Force as different expressions of Dwarf society. The former emphasizes established martial tradition; the latter gives greater prominence to experimental engineering. The July 2024 discussion presents them as deliberate contrasts within the faction.[2](#reference-2) |
| That contrast helps organize a collection. A force built around a lord and retainers can have a different visual emphasis from a column of engineers and machinery. These are background and modelling choices; the composition rules for either army must be checked against the publication and updates being used. |
| ## Dwarfs beyond their holds |
| Imperial Dwarfs also live and work in human cities. The studio's miniature-history article connects this older background with mercenary models and explains Prince Ulther's Dragon Company as an outcast force seeking to restore its kin's honour.[3](#reference-3) A Dwarf encountered beside Imperial troops therefore need not be a visitor temporarily detached from a mountain stronghold. |
| Read the [Empire of Man](/the-old-world/factions/empire-of-man) overview for the human realm beside the holds. The entries below connect this introduction with individual Dwarf characters and units. |