High Arbiter

The High Arbiter of the Dwarven Kingdoms of Ashar is the supreme judicial authority, overseeing the interpretation, enforcement, and preservation of Dwarven law as dictated by the Codex of the Forge (Kazrul-Kodurim). Tasked with ensuring that justice remains unwavering and honor remains upheld, the High Arbiter holds the final word in all legal matters, settling disputes between Thanes, Guildmasters, and military commanders alike.   Unlike the High King, who serves as the political and military leader, the High Arbiter is not a ruler but a guardian of law and tradition. Their role is to maintain order, resolve conflicts, and judge matters of great importance, ensuring that no Dwarf, regardless of status or power, is above the law.   Appointed by the Grand Assembly, the High Arbiter is selected from among the wisest judges, scholars, and enforcers of Dwarven law, serving for life unless deemed unfit or corrupt. They are unmovable, immune to bribery, and relentless in their pursuit of fairness—a role revered and feared by those who stand before them in judgment.

Qualifications

The High Arbiter is the pinnacle of Dwarven law, requiring a lifetime of legal, military, and political experience before being considered for the position. Unlike a title passed down by bloodline, the High Arbiter is elected through merit and expertise, ensuring that only the most capable, honorable, and incorruptible Dwarf ascends to the role.

Minimum Qualifications:

Mastery of Law (Kazrul-Kodurim-Vorim)

  • Must be a recognized legal expert, having served as a city magistrate, tribunal judge, or a member of the Runestone Tribunal.
  • Must have at least 100 years of experience in legal arbitration within the Dwarven Kingdoms.
  • Must demonstrate unwavering knowledge of the Codex of the Forge (Kazrul-Kodurim), ensuring their rulings align with tradition and law.

Oathkeeper Status (Kaz-Tarim-Runekh)

  • Must have a flawless record of honoring oaths, contracts, and legal rulings.
  • Any history of oath-breaking, bribery, or corruption disqualifies a candidate immediately.
  • Must have presided over at least 50 major legal cases involving oaths, land disputes, or criminal justice.

Military or Law Enforcement Experience (Kazrul-Dorim-Belgorin)

  • Must have served as a Deepwarden Commander, Royal Guard Advisor, or an Arbiter of Military Law.
  • Must have experience in battlefield justice, ensuring that military rulings follow legal doctrine.
  • Cannot be a career soldier or general, as the High Arbiter is meant to be neutral in war decisions.

Political & Legislative Experience (Kazrul-Vokun-Vorim)

  • Must have served in the Grand Assembly, the Runestone Tribunal, or the Guild Courts.
  • Must be able to mediate high-level disputes between Thanes, Guildmasters, and the High King himself.
  • Must have knowledge of Dwarven trade law, taxation, and economic policies to oversee disputes fairly.

Approval by the Grand Assembly (Kazrul-Vokun-Rethgor)

  • The candidate must pass a trial of judgment, where they are tested on ethics, law, and ability to resist political pressure.
  • The candidate must be elected by a supermajority vote of the Grand Assembly (at least two-thirds approval).
  • The High King and the Guildmasters may object to a candidate, but their objection can be overridden by a Runestone Tribunal ruling.

Disqualifications & Forbidden Traits:

  • No Political Bias – Candidates cannot be loyal to any one clan, guild, or military faction.
  • No Family Influence – The position cannot be passed through bloodline or inheritance.
  • No Arcane Corruption – Any past dealings with forbidden magic, soul-binding, or necromantic influences are cause for immediate disqualification.
  • No History of Cowardice or Betrayal – If a candidate has ever abandoned duty, violated the law, or dishonored the Dwarven code, they are permanently barred from consideration.

Final Qualification Trial: The Anvil Judgment (Kazrul-Thorim-Rethgor)

Before taking office, the final candidate must undergo The Anvil Judgment, an ancient trial ensuring their purity of purpose and mental fortitude.
  • The Trial of Oaths – The candidate must recite all major legal doctrines from memory and answer three legendary cases from history, proving they can rule with absolute fairness.
  • The Trial of Stone – The candidate must endure a full day of judgment by fire, where they must listen to real cases, pronounce fair rulings, and answer legal challenges from the most experienced judges.
  • The Trial of the Hammer – The final trial requires the candidate to forge a symbol of justice, usually a hammer or a scale, proving they understand the balance of law and strength.
  • The Trial of the Unshakable Mind – The candidate is tested for corruption, subjected to intense questioning, magical lie-detection, and scrutiny by the High King, Thanes, and Guildmasters to ensure their loyalty to justice alone.
If they fail any part of the Anvil Judgment, they are disqualified for life. If they pass, they are formally sworn in as the High Arbiter, taking The Immutable Oath (Kaz-Tarim-Vorim), which binds them to duty until death.

Duties

The High Arbiter is the supreme enforcer and interpreter of Dwarven law, tasked with ensuring that justice remains absolute, oaths are upheld, and order is maintained throughout the Kingdom. Their position demands unwavering neutrality, incorruptibility, and relentless commitment to the law, regardless of personal, political, or clan interests. They are expected to be a living embodiment of Dwarven justice, maintaining both the letter and the spirit of the law while ensuring that no one, not even the High King, is above the Codex of the Forge (Kazrul-Kodurim).

Core Responsibilities & Judicial Duties

Interpreting & Enforcing the Codex of the Forge (Kazrul-Kodurim)

  • The High Arbiter is the final authority on all laws, ensuring that rulings follow the ancestral legal code.
  • Resolves disputes over law interpretation, preventing misuse of legal loopholes or corruption within the Grand Assembly.
  • Ensures all oaths, contracts, and rulings remain consistent with Dwarven tradition.

Overseeing Major Legal Cases & Grand Tribunal Hearings

  • Presides over matters of treason, royal disputes, and inter-clan feuds.
  • Holds court on issues of corruption, trade violations, and military justice.
  • Issues final rulings on land disputes, resource rights, and trade agreements between Holds and guilds.
  • Oversees cases of oath-breaking, deciding whether exile, execution, or atonement is required.

Maintaining the Integrity of the Judiciary

  • Supervises the Runestone Tribunal and lower magistrates, ensuring no bribery, favoritism, or personal vendettas corrupt legal proceedings.
  • Investigates claims of unlawful rulings, preventing judges from abusing their authority.
  • Has the power to remove corrupt officials and initiate legal reforms if laws become outdated or ineffective.

Political & Administrative Duties

Ensuring That Even the High King Obeys the Law

  • Oversees royal decrees and military decisions, ensuring they remain lawful and just.
  • Has the power to challenge and overturn a ruling from the High King if it violates the Codex of the Forge.
  • Acts as a mediator between the High King, the Grand Assembly, and the Guildmasters, ensuring no single faction gains unchecked power.

Mediating Clashes Between Holds, Clans, & Guilds

  • Prevents civil strife by negotiating peaceful resolutions to disputes over trade, mining rights, and leadership succession.
  • Presides over Grand Trials when two or more major Holds claim rights over a resource or territory.
  • Intervenes when Clans engage in blood feuds, ensuring that vengeance does not spiral into full-scale war.

Regulating Foreign Relations & Trade Laws

  • Ensures that trade agreements with Humans, Elves, and Halflings comply with Dwarven law.
  • Has the authority to ban foreign traders or ambassadors who violate Dwarven economic policies.
  • Regulates which technologies and magical artifacts may be sold outside of the Kingdoms, ensuring Dwarven knowledge is never exploited.

Religious & Moral Obligations

Guardian of the Oath (Kaz-Tarim-Vorim)

  • Oversees all major oath-bindings, ensuring that sworn promises remain sacred and legally binding.
  • Punishes oath-breakers with exile, execution, or dishonor, depending on the severity of their crime.
  • Conducts trials of atonement, allowing some guilty parties a chance to redeem themselves through great acts of service.

Protector of Ancestral Justice

  • Ensures that all rulings align with Dwarven tradition and the will of past generations.
  • Guards the Grand Archives, preventing tampering with historical legal records.
  • Prohibits the destruction or rewriting of legal texts, ensuring that ancestral laws remain intact for future generations.

Defender Against Corrupt Magic & Forbidden Knowledge

  • Regulates the use of Runic Magic, ensuring that no arcane practices violate Dwarven law.
  • Oversees trials involving necromancy, soul-binding, and chaos magic, ensuring dangerous knowledge does not spread.
  • May call for the destruction of cursed artifacts, even if they hold great power.

Military & Crisis Management Duties

Arbiter of Military Justice

  • Ensures that warriors follow proper conduct, preventing dishonorable actions such as needless slaughter or breaking of wartime oaths.
  • Presides over trials for desertion, insubordination, and battlefield dishonor.
  • Has the power to pardon warriors who have fought honorably but were wrongfully accused.

Emergency Authority in Times of War & National Crisis

  • If the Kingdom is on the brink of collapse, the High Arbiter may temporarily take command of governance if both the High King and Grand Assembly are compromised.
  • Can invoke Martial Law, enforcing strict legal control over Holds to maintain order.
  • Has the right to suspend trade agreements, national contracts, or even sections of the Codex of the Forge if it is deemed necessary for survival.

Personal Conduct & Expectations

The High Arbiter Must Be Above Corruption

  • Never accepts bribes, political favors, or personal rewards for their rulings.
  • May not hold land, own businesses, or lead a Clan, ensuring complete impartiality.
  • Cannot form personal alliances with Guildmasters, Thanes, or Military Leaders.

The High Arbiter Must Lead by Example

  • Expected to live a disciplined life, rejecting excess luxury and unnecessary indulgence.
  • Must maintain absolute neutrality in all disputes, refusing to favor any faction.
  • Must be willing to deliver harsh justice, even against friends or former allies.

The High Arbiter Must Preserve the Strength of the Kingdom

  • Cannot allow the law to become a weapon for personal or political gain.
  • Must prevent internal collapse by ensuring Dwarves remain unified in law and tradition.
  • Must always act with the future of the Kingdom in mind, ensuring justice serves the people rather than oppressing them.

Benefits

While the High Arbiter wields immense authority, their position comes with strict limitations on personal wealth and influence to ensure neutrality and incorruptibility. Unlike Thanes, Guildmasters, or even the High King, the High Arbiter cannot accumulate personal wealth or political power, but they are granted privileges and honors that set them apart from all others in Dwarven society.\  

Political Benefits: Supreme Authority in Legal Matters

Absolute Legal Authority

  • The final word on all legal disputes, trade rulings, and military justice.
  • Can override decisions made by Thanes, Guildmasters, and even the High King if they contradict the Codex of the Forge.

Immunity from Political Influence

  • Cannot be removed except by a full Grand Tribunal trial (a nearly impossible feat).
  • No Thane, Guildmaster, or High King can dictate their rulings.

Right to Address the Grand Assembly at Any Time

  • Can interrupt Assembly sessions to enforce legal corrections, rulings, or challenges to political maneuvering.

Influence Over Foreign Affairs

  • Regulates diplomatic treaties and trade agreements, ensuring they align with Dwarven law.
  • Can void trade contracts that threaten Dwarven sovereignty.

Material & Monetary Benefits: Lifelong Security, Not Wealth

State-Funded Living Quarters & Maintenance

  • Provided a private residence within Kazad Stro’Morn, located within the Hall of Justice.
  • Unlike Thanes or Guildmasters, the High Arbiter does not own land or personal wealth—their needs are met by the state.

Lifelong Stipend & Treasury Access

  • Receives a generous but controlled stipend from the Grand Assembly.
  • Cannot accumulate personal fortune, but may allocate resources for judicial and military enforcement.

Access to the Grand Vaults for Legal Matters

  • May authorize funding for legal enforcement, city reconstruction, or war crimes investigations.
  • Controls emergency legal funding, which can override even the High King’s treasury restrictions.

Weapons & Armor Forged by the Royal Smiths

  • The Hammer of Judgment, an enchanted warhammer symbolizing their authority over law and order.
  • A mithril-plated ceremonial breastplate, enchanted with runic protections against deceit and illusion magic.

Military Benefits: Authority Without Command

Command Over Deepwarden & Law Enforcement Forces

  • Can mobilize city guards, Deepwarden legions, and military police to enforce judicial rulings.
  • Has the authority to deploy forces for investigations, security, and high-profile criminal trials.

Battlefield Justice Authority

  • Has the power to judge military officers, generals, and Thanes for battlefield misconduct.
  • May pardon warriors who prove their honor in combat trials.

Security Detail Provided by the Royal Guard

  • Assigned an elite force of Stonefist Legionnaires and Deepwarden protectors.
  • Cannot be assassinated without triggering a national crisis, as harming the High Arbiter is a crime punishable by city-wide exile.

Social & Cultural Benefits: Reverence & Fear

Unparalleled Respect & Deference

  • No one may speak over the High Arbiter in a legal setting.
  • Their word carries the weight of law, meaning their presence alone commands immediate attention.

Honorary Membership in All Guilds & Clans (Without Allegiance)

  • Has unrestricted access to every Hold, Guild, and trade institution, but may not favor any faction.

Right to Issue "The Immutable Edict"

  • A law that can only be undone by a full Grand Tribunal trial.
  • Used sparingly, typically to outlaw corruption or prevent injustice.

First Among Judges in Ancestral Records

  • Upon death, their name is carved into the Grand Anvil, a sacred honor usually reserved for kings and war heroes.

Religious & Symbolic Benefits: The Guardian of Dwarven Honor

Anointed by the Forge-Priests Upon Appointment

  • A religious ceremony marks them as the embodiment of ancestral justice.
  • Their soul is said to be "tempered like steel, unyielding to corruption."

Authority Over Sacred Oaths & Contracts

  • May nullify oaths made under duress or enforce ancient agreements that have been ignored.
  • Only they can approve a Thane's request to break an ancestral vow, and even then, it is rarely granted.

Exemption from Certain Rituals & Taxes

  • Unlike merchants and nobles, the High Arbiter pays no taxes or guild dues.
  • May be exempt from wartime service, as their role supersedes even military duty.

Limitations of the High Arbiter’s Benefits (Prevents Corruption & Abuse of Power)

While the High Arbiter is one of the most powerful figures in the Kingdom, they are also subject to strict limitations to prevent abuse:
  • Cannot Own Land or Businesses – Ensures they remain neutral in economic disputes.
  • Cannot Have Blood Ties to the High King or Thanes – Prevents political favoritism.
  • Cannot Be a Military Commander – Keeps them separate from war strategy.
  • Cannot Accept Gifts or Bribes – Any attempt to influence the Arbiter is punishable by exile.
  • Cannot Override the Grand Assembly – Their power extends only to law, not governance or war.

Accoutrements & Equipment

The High Arbiter of the Dwarven Kingdoms is more than just a judge—they are the embodiment of Dwarven law itself. As such, they are granted sacred relics, ceremonial armor, and judicial regalia that symbolize their authority, incorruptibility, and unwavering duty to uphold the Codex of the Forge.   Each item is steeped in tradition, crafted by the finest artisans, and imbued with runic magic to ensure its protection and significance. These are not mere ceremonial trinkets—they are symbols of power, respect, and fear throughout the Kingdom.  

Ceremonial & Judicial Attire (Worn During Court & Official Proceedings)

The Mantle of Judgment (Kazrul-Thorin-Vorim)

  • A long, heavy cloak woven from blackened steel-thread and silver embroidery, symbolizing the weight of justice.
  • Embroidered with runes of wisdom and clarity, allowing the wearer to remain focused and resistant to deception or illusion magic.
  • The trim is lined with adamantine scales, making it both a sign of rank and a form of hidden armor.

The Runeforged Crown of Law (Kazrul-Khazrum-Torim)

  • A simple but unbreakable circlet of mithril, embedded with seven carved runestones, each representing a different virtue of justice.
  • Truth, Honor, Judgment, Strength, Mercy, Law, and Legacy.
  • The crown is not ornamental—it enhances the wearer’s ability to detect lies and illusions during legal proceedings.
  • Unlike a king’s crown, this is never decorated with jewels—symbolizing that justice must never be swayed by wealth or material gain.

The Magistrate’s Stole (Kazrul-Vorim-Khazrum)

  • A thick, embroidered sash of deep crimson, marked with golden runic inscriptions of the Codex of the Forge.
  • Worn only during official legal trials and tribunal hearings, signifying that the Arbiter speaks with the full weight of Dwarven law.
  • Can only be passed down to a new High Arbiter upon the death or resignation of the previous one.

Battle & Protective Gear (Worn When Delivering Justice in Dangerous Situations)

The Gauntlets of the Immutable Word (Kazrul-Tarim-Vorim)

  • Forged from pure adamantine, these enchanted gauntlets ensure that the Arbiter’s hands never waver when passing judgment.
  • The runes inscribed into the metal prevent involuntary movements, symbolizing that justice must always be deliberate and never rushed.
  • If the High Arbiter is attacked while wearing these, the gauntlets reinforce their grip strength, making it impossible to disarm them.

The Armor of Law (Kazrul-Dorim-Torin)

  • A mithril-reinforced breastplate, deceptively simple in design but runeforged to be nearly indestructible.
  • Inscribed with the "Runes of Unyielding Duty," granting resistance to magical persuasion, mind control, and corrupting influences.
  • Not designed for battle, but rather for protection during high-risk legal trials, executions, or battlefield tribunals.

Sacred Relics & Judicial Equipment (Instruments of Law & Final Judgment)

The Hammer of Judgment (Kazrul-Thorim-Khazrum)

  • A ceremonial yet fully functional warhammer, carried by every High Arbiter in history.
  • Forged from blackened adamantine, its weight is immense—yet the Arbiter may lift it effortlessly, symbolizing their rightful burden.
  • Used to strike the Stone of Finality during legal rulings, signifying that the verdict is absolute and cannot be undone.
  • Can be wielded in battle, capable of shattering enchanted armor and breaking through magical barriers.

The Stone of Finality (Kazrul-Morak-Torin) (Judicial Symbol of Absolute Judgment)

  • A massive block of carved obsidian, used during major trials and executions.
  • When the High Arbiter strikes the Stone with the Hammer of Judgment, the verdict becomes legally unchangeable.
  • Even the High King cannot overturn a ruling once the Stone has been struck.
  • It is believed that the souls of oath-breakers are bound to the Stone, ensuring they never find peace in the afterlife.

The Scroll of Immutable Law (Kazrul-Kodurim-Rethgor)

  • A sealed, rune-inscribed scroll containing the first and most sacred laws written by the founders of the Dwarven Kingdoms.
  • May only be read in its entirety by the High Arbiter and must be passed down to each successor upon their appointment.
  • The scroll is protected by divine wards, ensuring that it cannot be altered, destroyed, or read by those unworthy.

Symbols of Authority in the Grand Assembly & Foreign Courts

The Chain of Law (Kazrul-Vorim-Thorim)

  • A massive, rune-etched iron chain worn across the shoulders of the High Arbiter.
  • Symbolizes that justice binds all, even kings and warlords.
  • The chain clinks when lies are spoken nearby, acting as a subtle warning of deception.

The Tribunal Seal of the High Arbiter (Used for Legal Decrees & Court Rulings)

  • A mithril ring engraved with the emblem of the Grand Tribunal, worn on the right hand.
  • Used to stamp legal documents, edicts, and decrees, signifying the full authority of the High Arbiter.
  • If placed on a contract or ruling, the decision becomes law unless overturned by a full Assembly vote.

The Oathkeeper’s Final Burden: The Grave-Relic Tradition

Upon the death of a High Arbiter, their Hammer of Judgment and Armor of Law are:
  • Entombed alongside them in a sacred crypt, ensuring that their legacy remains untouched.
  • Never passed down to another Arbiter, as each new officeholder must forge their own Hammer and armor anew.
  • Stored in the Grand Archives if they died dishonorably, so their name is remembered but their relics are never used again.

Grounds for Removal/Dismissal

The High Arbiter is appointed for life, and their authority is absolute in matters of law, but they are not above the law itself. If they are found guilty of corruption, incompetence, or betrayal of the Codex of the Forge, they can be removed through an extremely rigorous process.   Because the position of High Arbiter is meant to be incorruptible, dismissal is exceedingly rare, and only the Grand Assembly has the power to strip them of their title.

Grounds for Removal (What Could Get a High Arbiter Dismissed?)

Corruption or Bribery (Kazrul-Vorim-Khazrum)

  • Accepting gold, land, or political favors in exchange for biased rulings or favorable decisions.
  • Altering legal documents, verdicts, or trade contracts to benefit certain individuals or guilds.
  • Using the Hammer of Judgment or the Tribunal Seal for personal gain rather than justice.

Political Manipulation (Kazrul-Tharum-Vorim)

  • Attempting to influence or control the High King, Thanes, or Guildmasters beyond legal authority.
  • Favoring one faction over another rather than remaining neutral.
  • Blocking necessary reforms or deliberately misinterpreting laws to maintain personal power.

Dereliction of Duty (Kazrul-Belgorin-Torim)

  • Failing to uphold Dwarven law by allowing criminals to escape punishment or evade trial.
  • Ignoring ancestral customs and issuing rulings that contradict the Codex of the Forge.
  • Refusing to oversee military justice, leading to breakdowns in discipline.

Treason Against the Dwarven Kingdoms (Kazrul-Morak-Belgorin)

  • Conspiring with foreign powers or leaking sensitive legal, military, or trade secrets.
  • Attempting to seize political control of the Kingdoms beyond judicial authority.
  • Declaring an unlawful Martial Law to assume dictatorial power.

Mental or Physical Incapacity (Kazrul-Tharum-Borim)

  • If the High Arbiter becomes too frail, senile, or mentally unfit to perform their duties.
  • If they are physically unable to conduct trials, attend Assembly sessions, or issue rulings.
  • In cases where illness, magical affliction, or injury compromises their judgment, they may be relieved of duty out of necessity.

The Trial of Judgment (Kazrul-Tarim-Rethgor) – The Official Removal Process

Because the High Arbiter cannot be removed lightly, the process of dismissal follows a strict legal structure, designed to prevent abuse or false accusations.

Step 1: Formal Accusation (Initiating the Trial of Judgment)

  • A petition for removal must be submitted to the Grand Assembly, signed by at least one-third of the Thanes, Guildmasters, or senior judges.
  • The charges must be clear, specific, and backed by solid evidence.
  • False accusations carry severe penalties, ensuring that no one may use this process for personal revenge.

Step 2: The Assembly Inquiry (The Gathering of Evidence)

  • The Runestone Tribunal (a council of senior judges) conducts an in-depth review of the charges.
  • Witnesses, documents, and magical truth-seeking methods are used to determine if the accusations are legitimate.
  • The accused High Arbiter may present their own defense, but they cannot use political alliances or wealth to influence the process.
Step 3: The Grand Tribunal & Final Verdict The case is brought before the full Grand Assembly for a final vote.
  • A supermajority (two-thirds) vote is required to remove the High Arbiter.
  • If found guilty, the High Arbiter is immediately stripped of all authority.
  • If found innocent, the accusers may be punished for dishonoring the legal process.

Consequences of Removal (What Happens to a Fallen Arbiter?)

Exile (Kazrul-Dorim-Torim) (For Corruption or Political Crimes)

  • If guilty of bribery, unlawful influence, or power abuse, the former Arbiter is banished from all Dwarven Holds.
  • Their name is stricken from the Grand Archives, ensuring that they are erased from history.

Execution (Kazrul-Thorim-Vorim) (For Treason or Betrayal of the Kingdom)

  • If found guilty of treason, conspiracy, or attempting to overthrow the Dwarven government, the former Arbiter is executed via Anvil Crushing—a symbolic destruction of their legacy.

Forced Retirement (Kazrul-Borim-Vorim) (For Physical or Mental Incapacity)

  • If they are too weak, too ill, or mentally compromised, they are relieved of duty but allowed to live in seclusion.
  • Often, they retreat to monasteries or secluded mountain strongholds, where they spend their final years in quiet study.

Atonement Trial (Kazrul-Torim-Rethgor) (For Minor Offenses or Legal Failures)

  • If the High Arbiter failed in their duty but did not act with malicious intent, they may be given a chance to atone.
  • They must undertake a sacred task (such as overseeing a dangerous trial, completing an ancient law reform, or restoring justice in a troubled region).
  • If successful, they may be restored to honor, though never reinstated as High Arbiter.

Notable Removals in Dwarven History (Rare, but Legendary Cases)

  • High Arbiter Uldrak the Silent (Removed in 4712 A.H.) – Found guilty of accepting bribes from the Merchant Guilds to manipulate resource taxes. He was exiled, and his name was erased from the Grand Archives.
  • High Arbiter Dagrin the Stoneborn (Removed in 5091 A.H.) – Declared Martial Law without approval, attempting to suppress an uprising through excessive force. He was forced into seclusion, spending his last years in an underground monastery.
  • High Arbiter Kordran Emberforge (Executed in 5225 A.H.) – Secretly collaborated with Draven, leaking military intelligence in exchange for safe passage out of the war-torn region. Crushed under the Hammer of Judgment.

History

The High Arbiter has played a central role in some of the most critical moments in Dwarven history, serving as a mediator of great disputes, the final voice in matters of law, and at times, the Kingdom’s only safeguard against tyranny or collapse. Below are the most significant events tied to the office of High Arbiter.  

The Founding of the Title – The First Forging of Law (3795 A.C.)

  • When the First Forging unified the Dwarven Holds into a single Kingdom, it became clear that a political ruler (High King) was not enough—a neutral force was needed to enforce and interpret the law.
  • The Grand Assembly selected Durnmir Stonehammer, a master forgemaster and respected judge, to become the first High Arbiter.
  • Durnmir personally oversaw the engraving of the Codex of the Forge, which still serves as the legal foundation of the Dwarven Kingdoms today.
  • This moment marked the birth of the Dwarven legal system, ensuring that justice would remain stronger than any king or warrior.

The Trial of the Oathbreaker-King (4032 A.M.)

  • High Arbiter Baradin Firebrand presided over one of the most dangerous trials in Dwarven history—a trial against the reigning High King himself.
  • King Gorgrun Stonefist had secretly violated an oath-pact with Human allies, leading to hundreds of Dwarven warriors dying in an unnecessary war.
  • Though the Grand Assembly sought to cover up the betrayal, Baradin insisted on a full public trial, proving that no Dwarf was above the law.
  • King Gorgrun was forced to abdicate, marking the first and only time a High King was removed by legal means rather than war.

The Collapse of the Deep Road Pact (4760 A.H.) (A Legal Crisis That Nearly Destroyed the Kingdoms)

  • The Dwarven Holds once shared equal mining rights, but in 4760 A.H., a group of Thanes attempted to seize exclusive control over key mithril deposits.
  • High Arbiter Durnek the Unyielding ruled that all resources belonged to the Kingdom, not individual Holds—a decision that angered the wealthiest clans.
  • Three Holds revolted, refusing to pay taxes or abide by trade laws.
  • Rather than ordering military intervention, the High Arbiter legally dissolved their claims, rendering them stateless and without any rights.
  • This forced the rebelling Thanes to surrender, ensuring that no clan could ever hold the economy hostage again.

The Fall of Kordran Emberforge (5225 A.H.) (The Only High Arbiter Executed for Treason)

  • Kordran Emberforge betrayed the Kingdom by secretly aiding Draven, feeding him military secrets during the Siege of the Dwarves (5062 A.H. – 5230 A.H.).
  • When the war was over, and the Deep Roads were sealed, his betrayal was uncovered by Deepwarden investigators.
  • Kordran was stripped of his title and executed by Anvil Crushing, his name struck from the Grand Archives—the only High Arbiter in history to be erased from record.
  • His trial set a dangerous precedent, as future Arbiters became far more scrutinized for potential corruption.

The Hammer & Crown Crisis (5378 A.H.) (A Direct Showdown Between High Arbiter & High King)

  • When High King Durgan Bronzebeard attempted to rewrite inheritance laws, favoring his own clan, High Arbiter Borgram Ironstone stood against him.
  • The King declared that law was his to command, but Borgram ruled that even kings are bound by the Codex of the Forge.
  • In a dramatic confrontation, Borgram struck the Stone of Finality with the Hammer of Judgment, declaring the King’s decree illegal and void.
  • The High King was forced to back down, solidifying the High Arbiter’s position as the only authority capable of overruling a monarch.

The Reformation of Law & Justice (5450 A.H.) (Modernizing the Legal System)

Under High Arbiter Khadgrun Steelmantle, the judicial system was modernized, balancing Dwarven tradition with new economic and military realities.   Introduced:
  • Legal appeals for lesser cases, allowing Dwarves to challenge unfair rulings.
  • Standardized punishments, ensuring that laws were applied equally across all Holds.
  • Military tribunal regulations, preventing generals from abusing their power over soldiers.
  • These reforms strengthened the Kingdom’s unity, making Dwarven law one of the most respected and structured legal systems in the world.

The Ongoing Goliath Reparations Debate (5565 A.H. – Present)

  • As modern relations with the Goliaths continue to evolve, a new legal challenge emerges—should the Dwarves formally acknowledge and compensate for their historical enslavement of Goliaths?
  • The Goldvein and Thunderforge Clans resist reparations, fearing economic consequences.
  • The younger generation of Dwarves pushes for atonement, arguing that the law must account for past wrongs.
  • High Arbiter Khadgrun Steelmantle has yet to make his final ruling, knowing that his decision will shape Dwarven-Goliath relations for generations.
Type
Civic, Law
Status
Active
Creation
The Codex of the Forge in 3795
Form of Address
High Arbiter [Name]
Alternative Naming
The Keeper of Law, The Hammer of Judgment, The Grand Voice of the Codex, The Unyielding Scales,
Equates to
The High Arbiter (Kazrul-Belgorin) of the Dwarven Kingdoms of Ashar is equivalent to the supreme judicial authority in other nations and organizations. They do not rule politically or militarily, but their word is final in legal matters, making them comparable to high-ranking judges, chief justices, or religious enforcers of law in other cultures.  
Culture/NationEquivalent RankComparison
Human Kingdoms High Justiciar / Chief Magistrate Supreme legal authority, overseeing all court rulings, similar to the High Arbiter’s role in enforcing Dwarven law.
Elven Courts Elder Adjudicator Elven judges oversee long-term legal disputes but lack the absolute finality of the High Arbiter’s decisions.
Halfling City-States Master of Writs Halflings use elected legal officials, but they lack lifetime tenure and direct military enforcement like the High Arbiter.
Orc Tribes Fist of Judgment In warrior-based societies, justice is often immediate and brutal, unlike the Dwarven system of trials and evidence.
Theocratic Orders High Inquisitor / Keeper of Sacred Law The closest religious equivalent, ensuring laws align with divine doctrine, much like how the High Arbiter ensures alignment with the Codex of the Forge.
Merchant Guilds Guild Tribunal Leader Similar in legal authority over trade disputes, though they lack the power to enforce laws outside of commerce.
Source of Authority
The Grand Assembly
Length of Term
For Life
First Holder
Current Holders
Related Organizations