High Warden of the Deep Roads

"Where others see tunnels, I see the veins of the Kingdom. To abandon them is to let the heart of the Dwarves wither and die."   The High Warden of the Deep Roads is the supreme commander, protector, and overseer of the vast subterranean highway networks known as the Deep Roads—a labyrinthine expanse of tunnels, strongholds, and trade routes that connect the Dwarven Holds. More than just a military leader, the High Warden is responsible for securing the Deep Roads from threats, maintaining passageways, and ensuring that the Kingdom’s subterranean lifelines remain open and functional.   Throughout Dwarven history, the Deep Roads have been both a source of great wealth and a battleground against horrors that lurk in the depths. The High Warden commands the Deepwardens, a specialized military force that patrols the tunnels, fortifies outposts, and eradicates any threats that arise from below. They must be equal parts warrior, strategist, and builder, ensuring that no section of the Deep Roads is lost to enemy invasion, cave-ins, or corruption.   This title is not simply given to the most skilled warrior or greatest engineer—it is earned through proven leadership in subterranean warfare, mastery of tunnel fortifications, and the ability to navigate the ever-shifting dangers of the deep. The High Warden answers only to the High King and the Grand Assembly, wielding near-total autonomy in their domain beneath the mountains.

Qualifications

"No Warden is born, only forged in darkness, battle, and stone."   The High Warden of the Deep Roads is not chosen through noble blood or political maneuvering—their authority is earned through battle, endurance, and an unmatched understanding of subterranean warfare. Only those who have proven themselves in the deepest tunnels, survived the horrors of the dark, and commanded warriors in the harshest conditions may be considered for the title.   A candidate for High Warden must possess exceptional military leadership, tactical expertise in tunnel warfare, and strategic engineering knowledge, ensuring that they can not only fight but also fortify and maintain the Deep Roads.  

Minimum Qualifications & Prerequisites

Mastery of Deep Road Warfare – A Lifetime in the Darkness (Minimum 300 Years of Military Service in the Deep Roads)

  • Must have served in the Deepwarden forces, with at least 300 years of frontline experience fighting tunnel threats.
  • Must have commanded multiple successful reclamation campaigns, retaking lost tunnels, fortresses, or mining outposts from hostile forces.
  • Must have led successful ambushes and counterattacks against deep-dwelling creatures, ensuring tactical mastery in confined warfare.

Expertise in Tunnel Fortifications & Siege Defense (Minimum 250 Years of Engineering & Tactical Leadership)

  • Must understand how to construct, reinforce, and defend Deep Road outposts, gates, and fortresses.
  • Must have personally overseen the reinforcement of at least three major tunnels or fortresses.
  • Must be proficient in counter-siege tactics, knowing how to hold against invasions from below.

Experience in Logistics & Trade Protection – The Lifeline of the Kingdom (Minimum 200 Years of Managing Deep Road Supply Chains)

  • Must have ensured that major trade routes through the Deep Roads remain secure for at least 200 years.
  • Must have commanded large-scale supply movements and military escorts, preventing ambushes and collapses.
  • Must be familiar with mining operations, ensuring that military fortifications do not disrupt vital resource extraction.

The Trial of the Depths – The Final Test of Leadership (Only Those Who Prove Their Worth May Ascend)

Even after meeting all qualifications, a candidate must pass the Trial of the Depths, a final test of skill, endurance, and leadership.   The Three Trials of the Depths:

The Trial of the Hammer – The Test of Tactical Command

  • The candidate must lead a Deepwarden battalion in a simulated defense of a major tunnel or fortress.
  • Their strategies must prove they can outmaneuver enemies, hold defensive positions, and minimize casualties.
  • If they fail to hold the position or make critical errors, they are deemed unfit for command.

The Trial of the Abyss – The Test of Endurance & Survival

  • The candidate must survive for a week alone in an uncharted section of the Deep Roads, facing whatever dangers lie hidden.
  • They must navigate back to civilization using only their skills and knowledge of the tunnels.
  • If they emerge alive but show signs of mental instability, they are disqualified.

The Trial of the Anvil – The Test of Siege Engineering

  • The candidate must design and implement a defensive reinforcement plan for a weakened fortress or tunnel.
  • Their design is reviewed by Deepwarden engineers and tested under siege conditions.
  • If their fortifications fail, they are not considered strong enough to lead.

Additional Qualities Required to Become High Warden

  • Trait Requirement
  • Mastery of Tunnel Warfare. Must be able to lead battles in tight corridors, against unpredictable enemies, in total darkness.
  • Unbreakable Endurance & Willpower. Must be physically capable of leading troops for weeks in the Deep Roads without rest.
  • Expert Knowledge of Deep Road Geography. Must know every major and minor tunnel, stronghold, and possible ambush point.
  • Strong Leadership & Tactical Brilliance. Must be able to command multiple units, coordinate supply chains, and outthink enemy commanders.
  • Engineering Expertise & Defensive Strategy. Must be able to reinforce and fortify collapsing tunnels and besieged fortresses.

Disqualifications & Forbidden Traits

A Dwarf cannot become the High Warden if they meet any of the following conditions:
  • Disqualifier/Reason
  • Lack of Deepwarden Experience. A Warden must have fought and survived in the depths before they can command.
  • Failure in Tunnel Warfare Tactics. A Warden who loses tunnels due to poor planning is unfit for leadership.
  • Fear or Instability in the Depths. If a candidate shows signs of mental instability after extended time underground, they are disqualified.
  • Lack of Fortification Expertise. A Warden must be able to design and defend tunnel strongholds.
  • Lack of Respect from Deepwarden Veterans. If the Deepwarden Command does not trust them, they cannot be appointed.

Duties

"The tunnels do not sleep, nor do they forget. Every moment they are left unguarded is an invitation to ruin."   The High Warden of the Deep Roads is more than a military commander—they are the guardian of the subterranean lifelines that sustain the Dwarven Kingdoms. Their duties extend beyond warfare, encompassing fortifications, trade security, deep-mining oversight, and the management of entire underground cities and outposts.   From repelling invasions of dark-dwelling creatures to ensuring that supply chains run uninterrupted, from reinforcing crumbling tunnels to securing lost strongholds, the High Warden must be equal parts warrior, tactician, engineer, and governor. Their role is critical to the survival of the Kingdom, as the Deep Roads are both a source of great wealth and a potential gateway for disaster.  

Military Command & Deep Road Defense (The First & Last Line of Defense Underground)

Overseeing the Deepwarden Forces & Tunnel Defenders

  • Commands the Deepwarden military, a specialized force trained in subterranean warfare, ambush tactics, and defensive stronghold combat.
  • Ensures that all fortresses, outposts, and critical trade routes are patrolled and defended.
  • Must be ready to mobilize forces against enemy incursions at any moment.

Securing the Deep Roads from Invasions & Internal Threats

Organizes military campaigns against deep-dwelling horrors, including:
  • Abberations, deep monsters, and nameless horrors.
  • Subterranean incursions from rival nations or rogue Dwarven factions.
  • Cults, heretics, and secret factions using the tunnels for forbidden purposes.
  • Has the authority to launch full-scale military operations to reclaim lost tunnels or fortresses.

Planning Defensive Strategies & Siege Warfare

  • Designs and executes fortification plans for Deep Road strongholds.
  • Ensures that choke points, kill zones, and fallback positions are established along critical routes.
  • Oversees war drills, battle simulations, and emergency response protocols.

Tunnel Maintenance & Engineering Oversight (Ensuring the Roads Never Collapse)

Inspecting & Reinforcing Structural Integrity

  • Works closely with Dwarven engineers and stone-shapers to ensure that the Deep Roads do not collapse due to time, war, or reckless mining.
  • Oversees reinforcement of weakened tunnels, ensuring that essential trade routes remain open.
  • Has the authority to declare certain tunnels permanently sealed if they are too unstable to maintain.

Approving or Denying Excavation & Expansion Projects

  • Works alongside the High Forge-Master and Mining Guilds to determine safe excavation zones.
  • Must approve all major tunnel expansions, ensuring that new passages do not open dangerous routes or compromise defenses.
  • Has the authority to halt mining operations if they threaten the structural integrity of the Deep Roads.

Trade Route Protection & Supply Chain Management (Keeping the Kingdom Connected & Fed)

Protecting Dwarven Trade Caravans & Resource Transport

  • Ensures that merchant convoys, mining shipments, and military supply lines move safely through the Deep Roads.
  • Provides armed escorts for high-value cargo, including shipments of mithril, adamantine, and enchanted weaponry.
  • Has the authority to halt trade through unsafe routes and reroute shipments to prevent losses.

Securing Trade Posts & Merchant Outposts

  • Maintains trading hubs along the Deep Roads, ensuring stable commerce between Holds.
  • Defends key market strongholds, preventing bandits, raiders, or hostile forces from disrupting trade.
  • Has the authority to ban merchants or trade guilds that violate Deep Road laws.

Reclaiming Lost Strongholds & Expanding the Deep Roads (Recovering What Was Lost, Securing the Future)

Organizing Expeditionary Forces for Tunnel Reclamation

Leads large-scale reclamation missions to recover:
  • Abandoned fortresses and lost cities.
  • Collapsed tunnels that once served as vital passages.
  • Ancient ruins or forgotten sections of the Deep Roads.
  • Deploys Deepwardens, engineers, and scholars to assess whether reclaimed areas can be resettled.

Approving Deep Road Expansion Projects

  • Works with explorers and engineers to map out new Deep Road extensions.
  • Approves or denies tunnel expansions based on security risks, resource availability, and structural integrity.
  • Determines whether new tunnels should be open to the public or restricted to military use.

Law Enforcement & Military Authority in the Deep Roads (Ruling Beneath the Surface)

Enforcing the Laws of the Deep Roads

  • Has the authority to judge and punish criminals who commit crimes underground.
  • Handles military discipline for the Deepwarden forces.
  • Can declare martial law in the Deep Roads if a crisis threatens security.

Managing Internal Conflicts & Resolving Disputes

  • Oversees disputes between miners, merchants, and engineers.
  • Has the authority to ban factions, dissolve rogue operations, or exile dangerous individuals from the Deep Roads.

Emergency Authority & Crisis Management (When the Depths Turn Against the Kingdom)

Declaring a Deep Roads Emergency

  • If a major invasion or catastrophe occurs, the High Warden can assume full control over all military and civilian operations underground.
  • Has the power to request immediate reinforcements from the surface military.
  • Can override political discussions and secure funding for defenses without delay.

Collapsing Tunnels to Prevent Greater Threats

  • Has the authority to order tunnel collapses if an enemy force is too powerful to defeat conventionally.
  • May sacrifice sections of the Deep Roads to prevent entire Holds from being overrun.

Evacuating & Quarantining Dangerous Zones

  • Can order the evacuation of settlements or mining operations if threats become unmanageable.
  • Can quarantine entire regions of the Deep Roads if corruption, magical anomalies, or ancient threats emerge.

Benefits

"Honor is earned in the tunnels, not in the halls of kings. My wealth is the stone I stand upon, my power the steel I command."   The High Warden of the Deep Roads does not live in luxury, nor do they rule with political influence. Their title grants immense military power, command over vast underground strongholds, and access to resources critical to the Kingdom’s survival. While surface rulers govern with diplomacy and economy, the High Warden governs with steel, fortresses, and the will to keep the tunnels secure.   Unlike other high-ranking officials, the High Warden’s rewards are not measured in gold, but in honor, legacy, and the survival of their people. However, they are granted strategic advantages, military authority, and certain privileges that reinforce their control over the Deep Roads.  

Authority Over the Deep Roads & Military Command (Supreme Power in the Underground Realm)

Total Control Over the Deepwarden Military

  • Commands the largest standing subterranean army in the Kingdom.
  • Can deploy troops at will without waiting for approval from surface rulers.
  • Has the power to issue direct military orders to any Deepwarden force.

Supreme Authority Over Deep Road Fortresses & Strongholds

  • Controls all fortress-cities, outposts, and defensive structures in the Deep Roads.
  • Can approve new fortifications, reinforce existing ones, or abandon them as needed.
  • Decides which areas of the Deep Roads remain accessible to civilians and which remain under military lockdown.

The Right to Declare Deep Road Emergencies

  • Has the authority to suspend all trade, evacuate outposts, and shut down mining operations if the Deep Roads are at risk.
  • Can order immediate tunnel collapses to prevent large-scale invasions.
  • Can override economic and political decisions if they endanger tunnel security.

Personal Holdings & Access to Strategic Resources (While Not a King, They Hold More Power Than Some Lords)

Access to the Deep Road Armory & Specialized Weaponry

  • Given a personally crafted set of enchanted armor, designed to endure the harshest underground warfare.
  • May commission personal weapons, including rune-etched warhammers, axes, or shields, made of the finest Dwarven steel.
  • Has access to prototype wargear from the High Forge-Master, including experimental siege weapons designed for tunnel warfare.

Command Over Rare & Precious Resources

  • Has the authority to claim portions of mithril, adamantine, and other rare minerals found in the Deep Roads for military use.
  • Controls the distribution of stone, iron, and reinforced timber, ensuring that fortresses and strongholds are always well-supplied.
  • May seize resources from private merchants or mining guilds if necessary for defense.

Personal Holdings Within the Deep Roads

  • Given a fortified residence within the most secure section of a Deep Road stronghold.
  • Has personal access to elite Deepwarden bodyguards, loyal only to the High Warden.
  • May establish a personal vault within the Grand Treasury, ensuring their wealth is secured in case of their death.

Political & Military Influence (The Only Surface Equal to a Warlord Thane in Rank)

Permanent Seat in the War Council & Grand Assembly

  • Has a permanent position in military councils, advising the High King and Warlord Thanes on subterranean defense.
  • Can challenge Warlord Thanes on military matters if their decisions affect Deep Road security.
  • May request additional funding or troops directly from the High King in times of crisis.

Power Over Mining Operations & Underground Trade

  • Can grant or deny access to mining guilds, determining where they may extract resources.
  • Has the authority to impose mining restrictions if a tunnel is too unstable or too strategically valuable.
  • May establish taxes on Deep Road traders, ensuring that merchant caravans contribute to tunnel maintenance.

The Right to Challenge the High King on Deep Road Affairs

  • While the High King rules over the entire Kingdom, the High Warden may legally challenge royal decisions that endanger the Deep Roads.
  • If a High King demands reckless mining, abandons key fortresses, or diverts Deepwarden forces without justification, the High Warden can petition the Grand Assembly for a formal military override.

Honor, Legacy, & Death Rights (The Only Leader Whose Name is Etched in Stone Upon Death)

Their Name is Engraved in the Hall of the Wardens

  • Upon their death, the High Warden’s name is carved into the Hall of the Wardens, an underground tomb containing the records of every past Warden.
  • If they led a successful career, their name is etched in gold, signifying their triumph.
  • If they fell in battle, their armor and weapon are placed in the Hall, becoming relics of the Kingdom’s history.

Upon Death, Their Wealth is Passed to Their Chosen Successor

  • Unlike nobles, the High Warden’s personal earnings are not inherited by family members.
  • Their wealth is transferred to the Deepwarden treasury unless they have named a trusted second-in-command as their successor.
  • Some Wardens leave portions of their wealth to fallen soldiers’ families, securing the futures of those who fought under them.

A Grand Funeral in the Depths

  • If a High Warden dies in battle, their body is entombed within the Deep Roads, never to return to the surface.
  • Their funeral is a ceremonial march, where Deepwardens carry their remains to a hidden tomb, sealing it with runes to protect their spirit.
  • If they fall to treachery or cowardice, their body is left in an unmarked grave, ensuring they are never remembered.

Exclusive Rights & Privileges Only the High Warden May Claim

  • Privilege/Benefit
  • Total Authority Over Deep Road Defense. No one can override the High Warden’s military commands underground.
  • First Access to Military Prototypes. The High Warden may personally test new siege weapons, armor, and enchantments for tunnel warfare.
  • The Right to Demand Reinforcements at Any Time. Can call upon any Deepwarden unit at will, even pulling forces from other Holds if necessary.
  • The Right to Exile Deep Road Criminals. May banish individuals who endanger the tunnels, regardless of their status.
  • Wartime Financial Control. Has the authority to reallocate gold, supplies, and resources from trade convoys in times of crisis.

Accoutrements & Equipment

"A blade alone cannot hold the tunnels. A Warden must wield steel, stone, and wisdom alike."   The High Warden of the Deep Roads is not a ruler who sits upon a throne—they are a warrior, a general, and a guardian who walks the depths, commanding legions where no light shines. Their attire, regalia, and weapons symbolize their role as the ultimate protector of the Deep Roads, built for war, defense, and command in the most hostile environments.   Every piece of their equipment is carefully crafted, tested in the darkness, and designed to last a lifetime of battle against the horrors of the deep. Unlike surface generals, the High Warden’s armor is built for endurance, their weapons for confined combat, and their tools for strategy as much as for war.  

Ceremonial Regalia & Formal Attire (Worn in War Councils, Royal Assemblies, and Official Decrees)

The Mantle of the Abyss (Kazrul-Tarokh-Khorim)

  • A heavy cloak woven from deep-weave fabric, reinforced with mithril thread and enchanted to resist the crushing weight of cave collapses.
  • Marked with the insignia of the Deepwarden Command, identifying the wearer as the supreme authority underground.
  • Worn only during state meetings, war declarations, and formal ceremonies.

The Crown of the Stone Sentinel (Kazrul-Belgin-Tarokh)

  • A solid adamantine circlet, engraved with runes of endurance and protection.
  • Lined with obsidian inlays, symbolizing the unyielding nature of the Deep Roads.
  • Worn only during official court visits to the High King or Grand Assembly.

The Sash of the Last Gate (Kazrul-Durim-Vorgrim)

  • A battle-worn sash, embroidered with the names of past High Wardens, passed down through generations.
  • Marked with the symbols of the great fortress cities of the Deep Roads.
  • Worn as a sign of lineage, duty, and eternal vigilance.

The War Armor of the High Warden (Designed for Endurance, Defense & Battle in the Tunnels)

The Adamantine Warplate of the Deep (Kazrul-Dorim-Khazthor)

  • A full suit of blackened adamantine plate armor, forged to withstand the harshest battles in the Deep Roads.
  • Runed with enchanted sigils of weight resistance, allowing the Warden to move quickly despite its heavy plating.
  • Reinforced against tunneling creatures, ensuring claws, fangs, and acid do not penetrate the plating.

The Gauntlets of the Unshaken Grip (Kazrul-Khazthor-Vorgrim)

  • Mithril-lined gauntlets, enchanted to prevent disarmament in battle.
  • Built with retractable climbing spikes, allowing for tunnel scaling in emergency situations.
  • Used to grip rocky surfaces, reinforcing defensive stands against charging enemies.

The Boots of the Tunnel Stalker (Kazrul-Bron-Tarokh)

  • Thick reinforced leather boots, lined with adamantine plates and anti-slip runes.
  • Prevents cave dust and unstable rock from shifting underfoot.
  • Allows for silent movement in confined tunnels, useful for ambushes and deep scouting.

The Weapons of the High Warden (Forged for Tunnel Warfare & Close-Quarters Combat)

The Blackhammer of the Abyss (Kazrul-Zhun-Borim)

  • A massive two-handed warhammer, made from rune-etched blacksteel, imbued with earth-shattering force.
  • Capable of crushing armor, breaking tunnel walls, and shattering enemy lines in confined spaces.
  • Has a secondary spike on the reverse side, designed for piercing armor and tunneler exoskeletons.

The Twin Axes of the Deepwarden (Kazrul-Khazthor-Zhun)

  • A pair of mithril battle-axes, enchanted for rapid strikes and deep cutting power.
  • Balanced for quick, brutal combat in the narrow corridors of the Deep Roads.
  • Used by High Wardens who favor agility over raw strength.

The Shield of the Last Gate (Kazrul-Belgin-Bron)

  • A massive, enchanted tower shield, crafted from adamantine and lined with runes of fortification.
  • Used to block entire tunnel pathways, forcing enemies into choke points.
  • Designed with extendable spikes, allowing for offensive counterattacks in tight spaces.

The Tactical Tools of the High Warden (Used for Strategy, Engineering & Navigation)

The Deepwarden’s Mapstone (Kazrul-Durim-Tarokh)

  • A rune-inscribed stone tablet, enchanted to display a detailed map of all known Deep Roads.
  • Updated by Deepwarden cartographers, ensuring that no passage remains unknown to the Warden.
  • Used to track enemy movements, lost tunnels, and recently collapsed passages.

The Echoing Horn of the Deep (Kazrul-Vorgrim-Bron)

  • A war horn crafted from the bones of a tunnel wyrm, enchanted to amplify sound in the depths.
  • Can send signals across miles of tunnels, allowing for rapid troop coordination.
  • Used in sieges and battles to alert reinforcements or warn of collapses.

The Warden’s Command Gauntlet (Kazrul-Bron-Dorim)

  • A mithril gauntlet lined with rune-carved plates, allowing the Warden to issue commands via signal runes.
  • Used to send silent orders to Deepwarden squads without speaking.
  • Allows the High Warden to activate emergency tunnel defenses remotely.

The Insignia of the High Warden (Used for Official Decrees, Orders, & Command Authority)

The Seal of the Abyssal Throne (Kazrul-Khazdin-Tarokh)

  • A mithril signet ring, bearing the sigil of the High Warden’s office.
  • Used to mark military orders, approve fortress expansions, and declare tunnel security statuses.
  • Any decree bearing this seal is legally binding in all Deep Road affairs.

The Banner of the Deepwardens (Kazrul-Tarokh-Vorgrim)

  • A massive battle standard, carried during war marches and displayed in the Warden’s command halls.
  • Marked with the insignia of every major Deep Road stronghold.
  • Used to rally troops before sieges and honor fallen warriors.

Grounds for Removal/Dismissal

"A Warden must hold the tunnels with steel and blood. If they falter, the darkness will claim them first."   The High Warden of the Deep Roads is a title earned through battle, endurance, and leadership in the unforgiving depths. However, their authority is not absolute—should they fail in their duty, succumb to weakness, or betray the trust of the Deepwardens, they can be removed.   Unlike surface rulers, the High Warden is not bound by noble privilege but by merit. If they prove incapable of holding the Deep Roads, their command can be challenged, and they may face a brutal and unforgiving dismissal process.  

Grounds for Removal (What Can Get a High Warden Dismissed?)

Failure to Protect Key Deep Road Strongholds or Trade Routes (Negligence in Duty)

  • If a High Warden fails to defend a major fortress, allows key tunnels to collapse, or loses control of critical trade routes, they can be challenged for incompetence.
  • If their poor leadership results in catastrophic losses, they must justify their decisions before the Deepwarden Command.
  • Punishment: May result in forced retirement, reassignment, or in extreme cases, exile.

Cowardice or Refusal to Engage in Critical Battles (Unwillingness to Lead in War)

  • A High Warden must be present on the battlefield during major Deep Road conflicts.
  • If they flee battle, abandon a fortress without strategic justification, or refuse to send aid to besieged forces, they may be removed for cowardice.
  • Punishment: Immediate dismissal, public disgrace, and possible exile.

Corruption or Abuse of Authority (Treachery in the Dark)

  • If a High Warden misuses Deep Road resources for personal gain, accepts bribes from merchants or mining guilds, or engages in illegal dealings with rival factions, they commit one of the highest crimes in Dwarven law.
  • If found guilty, they may be exiled or even executed.
  • Punishment: Immediate removal, confiscation of assets, exile, or execution.

Reckless Expansion or Negligence in Tunnel Stability (Endangering the Kingdom Through Poor Decisions)

  • If a High Warden approves dangerous tunnel expansions that lead to collapses, magical anomalies, or invasions, they can be held responsible for reckless leadership.
  • If a mining operation is opened against their recommendation and causes a disaster, they must prove they opposed it—if not, they are held accountable.
  • Punishment: Trial before the Deepwarden Command, potential removal or demotion.

Refusing a Direct Order from the High King or Grand Assembly (Defiance of Authority)

  • While the High Warden has near-total autonomy underground, they must still answer to the High King and Grand Assembly.
  • If they outright refuse a lawful royal order or Assembly decree that does not endanger the Deep Roads, they may be charged with insubordination.
  • Punishment: Removal by royal decree, reassignment as an advisor or officer.

Physical or Mental Incapacity (If They Can No Longer Hold the Tunnels)

  • If a High Warden suffers severe injury, old age, or mental deterioration that prevents them from leading, they may be urged to retire.
  • If they show signs of instability due to prolonged exposure to the Deep Roads' horrors, they can be removed for their own safety.
  • Punishment: Retirement with honors, granted the title of Elder Shield.

The Removal Process: How a High Warden is Stripped of Their Title

Since the High Warden is one of the most powerful military figures in the Kingdom, they cannot be removed without undeniable proof of failure or misconduct.  

Step 1: The Challenge of the Shield – Who Can Call for Removal?

A formal accusation must be brought forth by one of the following:
  • The Deepwarden Command (if the Warden has failed to secure the Deep Roads, lost strongholds, or endangered their forces).
  • The High King (if the Warden defies royal authority or compromises the Kingdom’s military structure).
  • The Grand Assembly (if the Warden's policies have led to economic disasters, unnecessary trade route losses, or corruption).
  • A Warlord Thane or Deepwarden General (if they believe the Warden has committed an act of cowardice or treachery).
  • The accusation must include direct evidence, such as battle reports, testimonies, or strategic failures.
  • If the accusation is false, the accuser faces severe punishment for attempting to undermine the Deep Road command.

Step 2: The Trial of the Deep – The Judgment of the High Warden (A Test of Strength, Leadership, and Strategy)

A tribunal is assembled, consisting of:
  • Three Deepwarden Generals (representing the tunnel forces).
  • One High Arbiter (ensuring legal fairness).
  • Two Warlord Thanes (representing surface military interests).
  • One Grand Assembly Representative (overseeing political impact).
  • The accused Warden must defend their actions and provide battle reports.
  • The tribunal reviews fortress losses, failed operations, or corruption claims to determine if removal is necessary.
  • If found guilty, the Warden may still challenge their removal through The Last Stand Trial.

Step 3: The Last Stand Trial – A Final Chance to Prove Their Worth (A Warden Must Always Fight for Their Command)

If a Warden is accused of battle failure but not treachery, they may request one final trial to prove their worth.   They are given one last battle command, where they must:
  • Lead a successful defensive operation against a Deep Road enemy.
  • Reclaim a lost tunnel or outpost through tactical brilliance.
  • Withstand an endurance trial, proving their physical and mental resilience.
  • If they succeed, their title is restored but placed under scrutiny.
  • If they fail, they are permanently stripped of command.

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

Exile (Kazrul-Tarokh-Korim) – For Betrayal or Cowardice

  • If a Warden abandoned their duty, allowed the tunnels to fall, or fled battle, they are exiled from the Kingdom.
  • Their name is erased from the Hall of the Wardens, ensuring they are never remembered.

Stripping of Honors (Kazrul-Tarokh-Belgorin) – For Incompetence or Negligence

  • If a Warden loses their title due to mismanagement but not treachery, they are demoted and stripped of command.
  • They may still serve as an officer in a lesser role but will never hold high command again.
  • Their record remains in history, but their failures are engraved beside their name.

Forced Retirement – For Old Age or Mental Decline

  • If a Warden can no longer lead, they may retire with full honors.
  • They are granted the title Elder Shield (Kazrul-Tarokh-Durim) and allowed to advise future Wardens.

History

"The tunnels remember all. The victories, the defeats, the blood spilled to keep them ours—it is all carved into the stone."   Since its creation in 3805 A.H., the title of High Warden of the Deep Roads has been one of the most honored and burdensome positions in the Dwarven Kingdoms. The High Warden is responsible for securing the vast subterranean networks that connect the Holds, ensuring that trade flows, fortresses stand, and no enemy claims the tunnels.   The history of the High Warden is one of unending war, sacrifice, and fortification against threats both known and unknown. Some Wardens have led legendary reclamation campaigns, expanding the tunnels and recovering lost strongholds. Others have fallen to incompetence, corruption, or the horrors lurking in the deepest caverns.   Here is a chronological history of the most pivotal events tied to the High Warden's command.  

The Founding of the Title & The First Grand Reclamation (3805–3825 A.M.)

"The Deep Roads are broken, and only iron will mend them."
  • Before the First Forging (3795 A.H.), the Deep Roads were fragmented, overrun, and barely defended.
  • High King Dorgrun Anvilfist created the title of High Warden in 3805 A.H., appointing Durngrik Stonefury as the first to hold it.
  • The Grand Reclamation Campaign (3810–3825 A.H.) saw the recovery of over 200 miles of lost tunnels and the reconstruction of critical fortresses.
  • The Deepwarden military structure was officially formed, standardizing tunnel warfare strategies.

The War of the Hollow Ones (3890–3925 A.M.)

"They came from below, silent, shifting, devouring everything in their path."
  • Unidentified creatures, later called the Hollow Ones, erupted from unknown depths, attacking fortresses across the Deep Roads.
  • High Warden Raldrik Doomshield led a 25-year war to eliminate them, closing dozens of tunnels and sacrificing entire fortresses to halt their spread.
  • The war ended when the Hollow Ones mysteriously retreated into the deepest caves, never to return.

The War of the Rift (4450–4465 A.M.)

"No enemy shall walk our tunnels without paying for every step in blood."
  • A coalition of Darkspawn, deep trolls, and rogue mercenary bands attempted to carve out their own empire within the Deep Roads.
  • High Warden Thordrin Hammerfist led the most brutal defensive campaign in history, crushing the invaders with choke-point battles, controlled collapses, and ambush warfare.
  • This war solidified Dwarven dominance over the Deep Roads for centuries.

The Sack of Kazad Dorn & The Fall of High Warden Morgrim Doomhelm (4355 A.M.)

"A Warden who forgets his duty is no Warden at all."
  • Kazad Dorn, a fortress along a major trade route, fell due to High Warden Morgrim Doomhelm’s negligence.
  • His failure led to the worst loss of civilian life in Deep Road history.
  • He was stripped of his title, exiled, and erased from the Hall of the Wardens.

The Age of Expansion & The Deepwardens’ Golden Era (4700–4850 A.H.)

"The tunnels stretch far, and they shall all belong to the Dwarves."
  • High Warden Dhurnik Blackhelm (4710–4795 A.H.) led the largest Deep Road expansion effort in history.
  • Over fifty new fortresses were constructed, and entirely new tunnel networks were mapped.
  • Trade flourished, and for a time, no major threats threatened the tunnels.

The 20-Year War Against the Darkspawn (4750–4770 A.H.)

"The darkness rises, but it will not claim us."
  • The largest and most sustained Darkspawn invasion in recorded history erupted from the lower tunnels.
  • High Warden Dhurnik Blackhelm personally led defensive operations, ensuring that no major stronghold fell.
  • The war ended in a final, massive siege at the Gates of Kazad Thordim, where thousands of Deepwardens fought for weeks without reinforcement.

The Mysterious Collapse of the Eastern Tunnels (4920 A.H.)

"A section of the Deep Roads is simply... gone."
  • An entire network of tunnels and fortresses in the east collapsed overnight.
  • No evidence of warfare, mining accidents, or natural causes was found.
  • The region was sealed off, and no expedition has since returned.

The Rise & Fall of High Warden Vargrim Doomfury (5000–5075 A.H.)

"Madness and war walk the tunnels side by side."
  • Initially a skilled war leader, Vargrim Doomfury became increasingly paranoid and reckless.
  • He launched preemptive attacks against imaginary threats, leading to unnecessary battles and massive losses.
  • After the disastrous Siege of Khundrath (5065 A.H.), he was removed from office, exiled, and erased from the records.

The War of the Nameless (5220–5250 A.H.)

"Some things are better left forgotten."
  • An ancient enemy long believed to be sealed away returned.
  • Their origin, nature, and full extent remain classified, known only to the High Warden and Deepwarden Generals.
  • The war lasted 30 years, ending when the tunnels leading to the Nameless were collapsed and sealed forever.

The Present Era – The Rule of High Warden Khadgrin Blackhelm (5300 A.H. – Present)

"If we do not fight, we will die in darkness."
  • The current High Warden, Khadgrin Blackhelm, has ruled for over 700 years.
  • He has focused on rebuilding lost fortresses, strengthening defenses, and modernizing the Deepwarden military.
  • Under his command, the Deep Roads have never been stronger—but new threats continue to emerge.
Type
Civic, Military, Commissioned
Status
Active
Creation
The Laws of the Deep Roads: 3805 A.M.
Form of Address
High Warden [Name], Keeper of the Roads and Shield of the Depths
Alternative Naming
Kazrul-Dorim-Tarokh [Name], Commander of the Roads, The Iron Lantern
Source of Authority
The High King, The Grand Assembly, The Deepwarden Command
Length of Term
Indefinite Term Until Death, Retirement, or Dismissal
First Holder
Current Holders
Reports directly to
Related Organizations