The Dwarven Kingdoms of Ashar

The Dwarven Kingdoms of Ashar are an ancient and enduring civilization, their mighty halls carved deep into the mountains and their forges burning without end. Known for their unparalleled craftsmanship, rigid traditions, and unbreakable resilience, the Dwarves have stood the test of time, weathering wars, calamities, and political upheaval. While their deep holds and underground cities remain bastions of strength, the world above shifts ever onward, presenting both opportunity and peril for the stalwart Dwarves.   Dwarven society revolves around three core pillars: the Clan, the Forge, and the Mountain. Their culture is steeped in tradition, with a strong emphasis on honor, craftsmanship, and loyalty to their kin. Though some may see them as stubborn or slow to change, Dwarves view themselves as the bedrock of civilization, their slow but steady progress ensuring the preservation of wisdom and stability across the ages.   The Dwarves do not have a single unified empire but rather a collection of semi-independent mountain holds, each ruled by its own Thane, King, or Council. However, the Grand Assembly, a gathering of the most powerful rulers, serves as a unifying force during times of crisis, ensuring the survival of their people. The Deep Roads, an extensive network of underground tunnels and highways, connect these kingdoms, allowing for trade, travel, and mutual defense.   From the thunderous forges of Blackreach to the crystalline mines of Kaz Tharun, the Dwarves have tamed the depths of the earth, extracting its riches and shaping them into weapons, armor, and wonders beyond compare. They are masters of rune magic and engineering, capable of crafting indestructible fortresses, legendary weapons, and mechanical constructs powered by ancient techniques lost to other races.   Yet, the Dwarves are not without conflict. Rival clans feud over resources, external forces threaten their borders, and ancient horrors stir in the deep, lurking beyond the dim glow of their underground torches. Some Dwarves look to the surface, forging alliances with other races, while others remain steadfast in their isolation, convinced that the mountain is their only true home.

Structure

The Dwarven Kingdoms of Ashar operate as a semi-feudal monarchy, where power is centralized under the High King but shared among the Grand Assembly and the ruling clans. The hierarchy ensures that each major aspect of Dwarven life—governance, military, magic, and trade—is carefully managed.

The High King (Khazrul-Thane) – Supreme Ruler of the Dwarves

  • Current Title Holder: High King Durnek Stonefist
  • Responsibilities: Acts as the first among equals and the symbolic and military leader of the Dwarves.
  • Oversees the defense of all Dwarven Holds and commands the Royal Guard.
  • Leads the Grand Assembly, ensuring balance between the ruling clans.
  • Declares war and peace, forging alliances and expanding Dwarven influence.
  • Presides over disputes between the Clans and Holds, ensuring stability.
  • Selection Process: The High King is not inherited but elected by the Grand Assembly when the previous ruler dies or abdicates.
  • Candidates are usually from one of the great clans and must be renowned for leadership, wisdom, or military skill.

The Grand Assembly (Khazrul-Vokun) – The Governing Body of the Kingdoms

  • Composition: The ruling Thanes of each major Dwarven Hold.
  • Clan Leaders from the seven great clans (Stonefist, Ironvein, Runestone, Thunderforge, Goldvein, Emberforge, Bronzefist).
  • Representatives from guilds, military orders, and runesmithing councils.
  • Responsibilities: Elects the High King and acts as his advisory council.
  • Oversees laws, trade agreements, resource distribution, and diplomatic matters.
  • Can challenge or override royal decrees with a majority vote.
  • Ensures that no single ruler holds unchecked power over all the Dwarves.

The Three Pillars of Dwarven Society

The Thanes’ Council (Khazrul-Tharum) – Lords of the Holds

  • Comprised of ruling Thanes from each Dwarven city and fortress.
  • Responsible for the governance, law enforcement, and military defense of their individual Holds.
  • Each Thane has their own personal guard and advisors but must answer to the Grand Assembly.
  • The strongest, wealthiest, or most politically influential Thanes often hold more power than others.

The Guildmasters' Council (Khazrul-Durum) – Lords of Trade & Craftsmanship

  • Led by the most powerful merchant, smithing, and artisan guilds within the Kingdoms.
  • Oversees production of weapons, armor, mining operations, and trade negotiations.
  • Determines resource allocation and fair wages, preventing internal economic strife.
  • Maintains strong ties with Goldvein, Thunderforge, and Emberforge Clans.

The Runelords' Council (Khazrul-Runekh) – Keepers of Magic & Lore

  • Comprised of master runesmiths, arcane scholars, and religious figures.
  • Regulates magic use, ensuring Runesmithing and Arcane studies do not threaten Dwarven traditions.
  • Guards forbidden knowledge, preventing dangerous experimentation.
  • Holds authority over religious matters and the interpretation of ancient prophecies.

Military Hierarchy

The High Warden of the Deep Roads

  • The supreme military commander of all Dwarven forces outside the Holds.
  • Ensures the Deep Roads remain secure from invading forces.
  • Oversees fortifications, border patrols, and tunnel expansion efforts.

The Royal Guard (Khazrul-Dorim)

  • The elite warriors sworn to protect the High King and the Grand Assembly.
  • Selected from the most skilled Stonefist warriors and veteran champions.
  • Known for wielding magically reinforced weapons and wearing enchanted mithril armor.

The Deepwardens

  • Special forces dedicated to patrolling the Deep Roads and hunting subterranean threats.
  • Experts in guerilla warfare, survival, and tracking monsters in the darkness.
  • Often recruited from Bronzefist and Runestone Clans, as well as outcast warriors seeking redemption.

Other Key Positions in Dwarven Society

  • The High Arbiter (Khazrul-Belgorn) – Chief Judge of the Dwarven Kingdoms
  • Oversees law enforcement, trials, and the interpretation of Dwarven law.
  • Responsible for settling disputes between clans and punishing lawbreakers.
  • Has the authority to challenge or revise rulings made by the Grand Assembly.

The High Treasurer (Khazrul-Kovak) – Master of the Dwarven Economy

  • Oversees gold reserves, taxation, and financial transactions between Holds.
  • Works closely with Goldvein merchants and the Guildmasters' Council.

The High Forge-Master (Khazrul-Grommar) – Keeper of the Forges

  • The greatest living smith of the Dwarves, responsible for supervising all major weapon and armor production.
  • Directs Thunderforge and Emberforge artisans in their crafting projects.

The Grand Explorer (Khazrul-Vrundar) – Pioneer of New Frontiers

  • Oversees the discovery and excavation of new tunnels, mines, and potential settlements.
  • Works with engineers and military forces to secure new territory.
  • Often a member of the Bronzefist Clan, known for their fearless expeditions.

Culture

The Dwarven Kingdoms of Ashar have a culture rooted in tradition, craftsmanship, honor, and resilience. The Dwarves see themselves as the unshakable bedrock of civilization—enduring, practical, and deeply loyal to their kin and their ancestors. Their customs, laws, and way of life reflect a society that values strength, discipline, and mastery over one's craft above all else.

Core Beliefs & Customs

The Pillars of Dwarven Life

  • Dwarven society is built upon four sacred pillars, which guide their way of life:
  • Honor (Kaz-Gorim) – A Dwarf’s word is their bond. Dishonesty and cowardice are great shames among Dwarves, while loyalty and oaths are sacred.
  • Craftsmanship (Kaz-Thurin) – Every Dwarf, no matter their station, must strive to perfect a skill—be it smithing, mining, runecrafting, or battle.
  • Kinship (Kaz-Vorrin) – Family and clan loyalty come above all else. Betraying one’s kin is the gravest sin a Dwarf can commit.
  • Resilience (Kaz-Barin) – Dwarves endure hardship without complaint. To bend but never break is the essence of Dwarven strength.

The Value of Work & Craftsmanship

  • Dwarves believe that one’s worth is measured by their skill and dedication to their chosen craft.
  • A poorly forged blade or badly laid stone is an insult to one’s ancestors—quality is everything.
  • Artisans, smiths, and engineers hold high status, and apprenticeship is a lifelong commitment.
  • Runesmithing is revered, as it combines both craftsmanship and magic—only the most disciplined Dwarves can learn this art.

Ancestral Reverence & Legacy

  • Dwarves do not worship gods as blindly as other races, instead revering their ancestors who shaped their world.
  • Each family keeps records of their lineage, often engraved into stone tablets or etched onto weapons and armor.
  • Abandoning or desecrating a tomb or hall is an unforgivable crime—a Dwarf’s spirit is said to linger in their resting place.
  • A Dwarf who brings great dishonor to their clan may be erased from history, with their name chiseled out of records—the ultimate punishment.

The Dwarven Oath System

Oaths are sacred contracts, and breaking one is seen as worse than death.
  • Blood Oaths (Kaz-Tarim) – Sworn in life and death, often to avenge kin or protect one’s Hold.
  • Craft Oaths (Kaz-Morim) – A vow made by an apprentice to a master, or by an artisan to their work.
  • King’s Oath (Kaz-Thalir) – A rare vow of ultimate loyalty, sworn to the High King or Grand Assembly in times of crisis.

Social Hierarchy & Clan Identity

The Importance of Clans

  • Dwarves are born into their clan, which determines their standing, occupation, and alliances.
  • Clans are not just family groups but entire networks of artisans, warriors, and merchants.
  • While some clans hold higher status (such as the ruling Stonefist or wealthy Goldvein), all Dwarves contribute to society.

The Role of Women in Dwarven Society

  • Dwarven women are as skilled and respected as men, often holding leadership roles in craftsmanship, commerce, and even warfare.
  • Some of the greatest rulers, engineers, and artisans in Dwarven history have been women.
  • The idea that Dwarven women are "rare" is an outsider misconception—they are simply less likely to venture to the surface.

The Concept of Personal Honor & Grudges

  • Dwarves have long memories—an insult or betrayal is never forgotten.
  • The Book of Grudges is a literal record kept by certain clans, listing historical wrongs that must be avenged.
  • Feuds can last generations, though sometimes they are settled through honor duels or trade agreements.

Military Culture & Warrior Traditions

The Warrior’s Duty

  • All Dwarves are trained in combat, even those who choose other professions.
  • The Royal Guard and Deepwardens are considered the elite of the elite.
  • Dwarves do not fight for conquest—they fight to defend their holds, reclaim lost halls, and protect their kin.

The Art of Siege Warfare

  • Dwarves are masters of defensive combat, building fortresses designed to withstand centuries of attack.
  • They are also siege experts, using war machines, tunnel tactics, and explosives to outlast any foe.

Death & the Afterlife

  • Dwarves believe that the honored dead join the Ancestors in the Great Halls Beyond, where they continue crafting and feasting forever.
  • Warriors are buried with their weapons and armor, as they will one day be called upon in the Final War.
  • Cremation is a sign of disgrace, only used for traitors or criminals.

Dwarven Attitudes Toward Other Races

Humans – The Pragmatic Traders

  • Seen as ambitious but reckless, humans are both valuable trade partners and potential threats.
  • Dwarves respect human craftsmanship and discipline but scoff at their short attention spans.

Elves – The Long-Lived Rivals

  • Deep-seated mistrust due to historical conflicts over territory, magic, and ideology.
  • Elves see Dwarves as stubborn and crude, while Dwarves see Elves as arrogant and deceitful.
  • Despite tensions, there is reluctant cooperation in magical studies—particularly between the Runestone Clan and Elven scholars.

Orcs & Goblins – The Eternal Enemies

  • Considered barbaric raiders, Orcs and Goblins are hated and killed on sight.
  • Dwarves have long-standing blood feuds against Orcish warbands and Goblin infestations in their tunnels.

Halflings – The Friendly Opportunists

  • Generally liked by Dwarves, Halflings are skilled traders who provide surface goods.
  • However, Dwarves consider them too carefree and too willing to trust outsiders.

Gnomes – The Unpredictable Allies

  • Some Dwarves see Gnomes as kindred spirits, especially in tinkering and invention.
  • Others view them as dangerously reckless, particularly with magical experiments.

Dwarven Festivals & Traditions

  • The First Forging – Celebrates the founding of the Dwarven Kingdoms, marked by great feasts, games, and reforging of ancestral weapons.
  • The Great Hammerfall – A military parade honoring fallen warriors, where their weapons are displayed in grand halls.
  • The Anvil Blessing – A rite where apprentices forge their first masterpiece, officially becoming recognized artisans.
  • The Oathsworn Festival – A time when new alliances, trade pacts, and marriages are arranged, ensuring the continuation of strong clans.

Public Agenda

The Dwarven Kingdoms of Ashar present themselves as a strong, independent, and self-sufficient civilization with a clear set of goals and motivations that guide their actions on the world stage. Their agenda is built upon their historical legacy, cultural values, and political ambitions, ensuring that the Dwarves remain a dominant force in both underground and surface affairs.  

Preservation of Dwarven Heritage & Tradition

  • The primary goal of the Dwarven Kingdoms is to preserve their customs, laws, and way of life, ensuring that Dwarven identity remains intact despite external influences.
  • The Kingdoms resist cultural assimilation and are highly selective in which foreign ideas or technologies they adopt.
  • Ancestral halls, tombs, and artifacts must be protected at all costs, as they are sacred relics of Dwarven history.

Expansion & Security of the Dwarven Holds

  • The Kingdoms seek to expand their underground territory, building new strongholds and mining operations to fuel their economy and population growth.
  • They aim to fortify existing settlements and expand the Deep Roads, allowing for safer travel and resource distribution.
  • Border security is paramount, with constant patrols defending against Orc raiders, Goblin infestations, and other subterranean threats.

Reclamation of Lost Dwarven Lands & Ruins

  • One of the Dwarves’ greatest ambitions is to reclaim abandoned strongholds, cities, and tunnels lost in past wars and disasters.
  • Expeditions are regularly launched to survey, cleanse, and restore ancient ruins, ensuring they are not claimed by outsiders or malevolent forces.
  • This goal ties into the Dwarven philosophy of legacy—what was built by their ancestors must not be lost to time.

Economic & Trade Dominance

  • While Dwarves prefer self-sufficiency, they also recognize the value of controlled trade with other nations.
  • The Kingdoms seek to control key trade routes for rare metals, gemstones, and enchanted goods, ensuring that Dwarven craftsmanship remains unmatched and highly sought after.
  • Goldvein merchants and Thunderforge artisans spearhead trade negotiations, always ensuring that the Dwarves hold the upper hand in any deal.

Containment & Elimination of Underground Threats

  • The Deep Roads must remain secure, and all hostile creatures, cults, or eldritch horrors lurking in the depths must be purged.
  • The Runestone and Bronzefist Clans lead efforts to study, seal, or destroy ancient malevolent forces, preventing them from spreading into Dwarven territory.
  • The Kingdoms will not tolerate dark magic, necromancy, or chaos-tainted influences in their lands.

Cautious Diplomacy with Surface Nations

  • The Kingdoms maintain a pragmatic approach to foreign relations, engaging in strategic alliances only when necessary.
  • They prefer trade-based alliances over military pacts, ensuring they do not become entangled in surface wars.
  • Humans and Halflings are considered acceptable trading partners, while Elves remain distrusted due to past conflicts.
  • Orcs and Goblins are seen as irreconcilable enemies, and the Kingdoms will never negotiate with them.

Military Readiness & Defensive Strength

  • The Dwarves believe in peace through strength, ensuring that their military remains well-funded and constantly prepared for war.
  • The Kingdoms do not seek conquest but will crush any who threaten their people.
  • Great emphasis is placed on fortifications, siege tactics, and defensive warfare, making Dwarven cities nearly impenetrable to invasion.

Control Over Dwarven Magic & Technological Advancement

  • Magic is carefully regulated by the Runelords’ Council, ensuring it remains a tool for progress, not chaos.
  • The Kingdoms seek to improve upon traditional technologies while avoiding reckless experimentation.
  • Innovations in weaponry, mining, and metallurgy are encouraged, so long as they do not disrupt Dwarven traditions.

Assets

The Dwarven Kingdoms of Ashar are among the wealthiest and most well-fortified civilizations in the world, possessing vast mineral wealth, powerful armies, and nearly impenetrable strongholds. Their assets reflect centuries of careful resource management, engineering mastery, and military preparedness.

Precious Metals & Gems

  • Gold & Silver: Mined in abundance and used for trade, banking, and craftsmanship.
  • Mithril: The rarest and most valuable metal in the Kingdoms, used for elite armor, weapons, and magical artifacts.
  • Adamantine: An ultra-durable metal, reserved for fortifications and elite warrior equipment.
  • Rare Gemstones: Sapphires, emeralds, rubies, and diamonds are mined and enchanted, used in royal regalia, magical focuses, and high-value trade.

Industrial Wealth

  • Ore Deposits: The Ironvein Clan controls the largest iron, copper, and coal mines in Ashar.
  • Enchanted Crystals: Used to power Dwarven forges, runic machines, and arcane devices.
  • Dwarven Banking Reserves: The Goldvein Clan operates a network of vaults and treasuries, securing vast fortunes in gold and trade credits.

Military Strength & Armaments

Troop Forces

  • The Royal Guard (Kazrul-Dorim): Elite warriors protecting the High King and the Grand Assembly.
  • The Deepwardens: Special forces trained to eliminate underground threats and patrol the Deep Roads.
  • The Stonefist Legions: Highly disciplined infantry specializing in shield wall tactics, pike formations, and heavy armored assaults.
  • The Siege Engineers: Experts in demolitions, tunnel warfare, and defensive fortifications.
  • The Thunderforged Battalion: Artillery specialists operating Dwarven ballistae, flame cannons, and rune-powered siege weapons.

Weapons & Armor

  • Mastercrafted Weapons: Every Dwarven soldier carries a weapon forged by master smiths, typically warhammers, axes, or shields.
  • Runebound Armor: Magically reinforced armor that is light but durable, designed to withstand blows that would kill lesser warriors.
  • Siege Weaponry: Includes cannons, heavy ballistae, collapsible bridges, and underground assault tunnels.
  • Explosives: The Dwarves have mastered alchemical blasting powder, used for mining and warfare.

Fortifications & Strongholds

Major Dwarven Cities & Fortresses

  • Kazad Stro'Morn (The Thronehold): The seat of the High King, a massive underground capital built within a mountain.
  • Kaz Tharun: A fortress-city specializing in rune magic and enchanted artifacts.
  • Kaz Barad (The Stone Citadel): A heavily fortified military stronghold guarding the largest Deep Road intersection.
  • Kaz Moradin: A center of engineering and forge production, home to the most skilled Dwarven artisans.

The Deep Roads

  • A vast underground highway system connecting every major Dwarven Hold.
  • Guarded by fortified outposts and constantly patrolled for threats.
  • Used for military troop movements, trade, and resource transport.

Defensive Structures

  • The Titan Gates: Massive enchanted gates of mithril and adamantine, guarding the entrances to key mountain passes.
  • The Flame Towers: Ancient beacon towers that can release magma traps and defensive firestorms in times of war.
  • Wall of the First Thanes: A colossal underground barrier designed to protect the heartlands of the Kingdoms from external invasion.

Naval & Surface Forces

Though primarily an underground empire, the Dwarves maintain a strong presence on the surface, particularly for trade, resource collection, and war logistics.

Dwarven Naval Fleet

  • Ironclad Warships: Dwarven ships are heavily reinforced with rune-carved hulls, designed to withstand magical and conventional attacks.
  • Trade Galleons: Large cargo ships used to transport goods to human, Halfling, and Elven markets.
  • Dwarven Submersibles: Small, experimental submarine vessels, primarily used for deep-sea mining and reconnaissance.

Surface Fortifications

  • Kaz Moradin (The Sky-Anvil Keep): A mountain-top fortress overseeing major surface trade routes.
  • Aragzram: A stronghold built into the cliffs, guarding Dwarven ports from pirates and invaders.
  • Heafalls The Stormbreaker Outpost: A coastal watchtower network designed to monitor naval movements.

Unique & Legendary Assets

Artifacts & Relics of Power

  • The Anvil of the First King: A divine forge said to create unbreakable weapons.
  • The Runestone Crown: A relic worn only by the rightful High King, granting wisdom and foresight.
  • The Everflame Hammer: A warhammer that burns eternally, said to have been wielded by Khadgar Stonefist himself.
  • The Shield of Thanes: A massive shield forged from pure adamantine, said to be indestructible.

Secret Engineering Projects

  • The Skyforge Project: A massive floating citadel, rumored to be powered by ancient runic magic.
  • The Deepfire Cannon: A prototype rune-powered artillery piece, capable of harnessing molten lava as ammunition.
  • The Thunder Road: An experimental rail-based transport system, designed to move resources and troops faster across the Deep Roads.

History

The Dwarven Kingdoms of Ashar trace their origins to the Age of Corruption, when the scattered Dwarven clans, once divided by territorial disputes and ancient grudges, united under a single banner to forge one of the most enduring civilizations in Ashar. Their history is marked by great wars, engineering marvels, internal conflicts, and an unyielding commitment to their ancestral traditions.  

The Age of Corruption (3375–3799 A.C.) – The Founding & Unification

3795 A.C. – The First Forging & the Founding of the Kingdoms

  • The seven great Dwarven Clans—Stonefist, Ironvein, Runestone, Thunderforge, Goldvein, Emberforge, and Bronzefist—gather at Kaz Dural to end centuries of feuding.
  • The First Forging is signed, establishing a united Dwarven Kingdom under the Grand Assembly and electing High King Khadgar Stonefist as the first ruler.
  • The Thane’s Pact is forged, ensuring that Dwarven Holds remain independent but loyal to the High King and the Grand Assembly.

3797 A.C. – The War of the Howling Deep

  • The newly united Dwarves face their first major external threat when a vast underground horde of monstrous creatures, known as the Howling Deep, emerges from the abyss.
  • The Seven Clans rally together, leading to the first large-scale military campaign of the Dwarves.
  • The war ends with the collapse of the Howling Deep, but the event forces the Kingdoms to begin systematic exploration and fortification of their tunnels.

The Age of Mortals (3800–4749 A.M.) – The Expansion & the Golden Age

3805 A.M. – The Construction of the Deep Roads Begins

  • To strengthen unity and ensure secure trade routes, the Grand Assembly commissions the Deep Roads, a vast underground network linking the major Dwarven Holds.
  • Engineers from Thunderforge and Ironvein Clans begin construction, using advanced rune-crafting and architectural techniques.
  • This project takes centuries to complete, expanding into a sprawling underground empire.

3920 A.M. – The War of Blackened Iron (First Major Conflict with Surface Races)

  • Human and Elven expansion into Dwarven-claimed mountain ranges leads to border conflicts.
  • The war is fought over precious mithril and iron deposits, with Elves and Humans seeking access to Dwarven-mined resources.
  • The conflict ends in a stalemate, leading to the first diplomatic trade agreements between the Dwarves and surface nations.

4075 A.M. – The Forging of the Runestone Codex (Magical Advancement)

  • The Runestone Clan, in collaboration with the High Runelords, finalizes the Runestone Codex, codifying all Dwarven rune magic into a regulated discipline.
  • This marks the height of Dwarven magical study, ensuring that Runesmithing becomes a carefully guarded craft.

4200–4400 A.M. – The Age of Expansion

  • New Holds and Strongholds are built, expanding Dwarven civilization across the deep mountains and subterranean highways.
  • Kaz Barad (The Stone Citadel) is established as a military stronghold, guarding the Deep Roads from external threats.
  • Kaz Tharun, a city dedicated to rune magic and arcane research, becomes the center of Dwarven mystical studies.

4595 A.M. – The Orcish Wars Begin (The Bloodiest Conflict in Dwarven History)

  • Massive Orc warbands, strengthened by dark magic, launch an invasion into Dwarven lands, seeking to conquer and loot their fortresses.
  • The Dwarves suffer heavy losses, as the Orcish Warlord Grommash the Everhungering leads a siege on Kaz Moradin, one of the greatest Dwarven forges.
  • The war lasts nearly a century, with Dwarven forces eventually breaking the Orcish invasion and driving them into exile.
  • This leads to the establishment of the Warden Fortresses, designed to prevent future invasions from the surface.

The Age of Heroes (4750–Present Day, 5566 A.H.) – Survival, Innovation, and Internal Struggles

4800 A.H. – The Completion of the Deep Roads

  • After nearly a thousand years of construction, the Deep Roads are finally completed, linking all Dwarven Holds, mines, and fortresses into a seamless underground empire.
  • This marks the golden age of Dwarven trade, military strength, and economic dominance.

4900 A.H. – The Arrival of the Goliaths (A New Era of Cooperation and Control)

  • The creation of the Goliaths, towering beings of immense physical strength but fragile spirituality, marks a turning point in Dwarven history.
  • Dwarves see an opportunity—Goliaths become living platforms, with entire Dwarven Holds built into the mountains they roam.
  • The Goliath-Dwarven alliance leads to a golden age, as their raw power allows Dwarves to build at an unprecedented scale.
  • However, many Goliaths are enslaved, used as laborers, transport beasts, and military assets without full autonomy.

4950 A.H. – The Cataclysm of the Sunken Halls (First Major Internal Crisis)

  • Kaz Urgash, a once-thriving Dwarven Hold, is lost overnight, swallowed by a massive underground collapse.
  • Survivors claim the collapse was not natural, but the result of an ancient, forgotten force stirring in the depths.
  • The Grand Assembly classifies the event, sending Deepwarden patrols to investigate, but many disappear without a trace.

5010 A.H. – The Trade Wars Begin (Tensions with Surface Nations)

  • The Dwarves begin limiting their trade of mithril and adamantine, angering human and elven merchants.
  • A series of minor conflicts erupt, with mercenary bands and thieves attempting to raid Dwarven supply lines.
  • The Goldvein Clan strengthens banking security, making Dwarven trade more exclusive and highly profitable.

5020 A.H. – The Goliath and Dragonborn Uprising (Revolt Against the Dwarves & Elves)

  • As the Tarrasque continues its devastation, the Goliaths and Dragonborn, along with the Kobolds, Aarakocra, and other oppressed races, seize the opportunity to revolt.
  • The Dwarves find themselves under siege by their former laborers and war-beasts, who use their own knowledge of underground warfare against them.
  • Several Dwarven Holds are lost, forcing the Dwarves to retreat deeper into the mountains and fortify their last strongholds.
  • This destabilizes the Dwarven economy, leading to internal conflicts and a power struggle within the Grand Assembly.

5062 A.H. to 5230 A.H. – The Siege of the Dwarves (A Kingdom in Isolation)

  • Draven, a rising warlord from the south, turns his attention to the fortified Dwarven Holds.
  • Rather than engaging the Dwarves in underground warfare, Draven collapses key entrances to the Deep Roads, cutting off food and trade routes.
  • Entire settlements are buried, forcing Dwarves to retreat further into the depths.
  • The Grand Gate—once the only remaining access point to the surface—is fortified, but the Dwarves face starvation and isolation.
  • By 5230 A.H., the Dwarves are forced to surrender, marking one of the darkest moments in their history.

5150 A.H. – The Internal Rift: The Rise of Progressives vs. Traditionalists

  • Some Dwarves push for greater industrialization, surface integration, and magical innovation, while others resist change, fearing the loss of Dwarven traditions.
  • Political conflicts emerge within the Grand Assembly, as progressive and traditionalist factions struggle for dominance.
  • The debate continues to shape the future of the Kingdoms, creating a delicate balance between modernization and heritage.

5457 A.H. – The Coronation of High King Durnek Stonefist (The Current Era)

  • High King Durnek Stonefist ascends to the throne, inheriting a fractured and war-weary kingdom.
  • His rule is marked by efforts to reclaim lost strongholds, reestablish trade, and secure alliances.
  • Relations with the Goliaths remain strained, as many still remember the years of servitude under Dwarven rule.
  • The Dwarves prepare for the future, knowing that the threats from the Deep Roads and the growing ambitions of surface nations will challenge them again.

Demography and Population

The Dwarven Kingdoms of Ashar are home to a highly structured and well-organized population, with each Hold specializing in different aspects of Dwarven society. Unlike surface civilizations, which are often rapidly expanding, the Dwarves maintain a stable, slow-growing population, valuing longevity, craftsmanship, and tradition over rapid expansion.

Total Population Estimate (Current Year: 5566 A.H.)

  • Estimated Total Population: 12–15 million Dwarves
  • Primary Population Centers: Underground Holds, Deep Roads Settlements, and Surface Trade Hubs
  • Average Lifespan: 250–350 years, with some elders surpassing 400 years
  • Population Growth Rate: Low (0.4%), due to long lifespans and low birth rates

Population Distribution by Major Regions

The Deep Holds – The Heart of Dwarven Civilization (~65% of the Population)

  • Massive underground cities, fortresses, and industrial centers.
  • Home to the largest Dwarven populations, with major settlements like Kazad Stro’Morn, Kazad Barad, and Kazad Morak.
  • Centers of mining, smithing, and arcane craftsmanship.
  • Highly fortified, with limited access for non-Dwarves.

The Deep Roads Settlements – The Trade & Transport Network (~20% of the Population)

  • Composed of smaller towns, outposts, and merchant enclaves along the Deep Roads.
  • Serve as military checkpoints, trade hubs, and rest stops for merchants and warriors.
  • Populated by miners, engineers, Deepwarden patrols, and caravan operators.

The Surface Settlements – Trade & Diplomacy Centers (~10% of the Population)

  • Small fortified outposts, mining camps, and trade posts that interact with human and Halfling civilizations.
  • Often found near mountain passes, river crossings, and trade routes.
  • Primarily populated by Goldvein merchants, trade diplomats, and surface miners.

The Outcast & Frontier Settlements – The Fringe Dwarves (~5% of the Population)

  • Consists of wandering mercenaries, exiled Dwarves, and rogue clans who have left traditional Dwarven society.
  • Often found in unclaimed mountain regions, independent fortresses, or mixed-race settlements.
  • Not officially recognized by the Grand Assembly but still considered "Dwarves of Ashar".

Birth & Death Rates

Birth Rate: Low (Due to Longevity & Cultural Factors)

  • Dwarves have low fertility rates, averaging 1–3 children per family across a lifespan.
  • Childbirth is considered a sacred event, with infants viewed as extensions of ancestral spirits.
  • Long gestation period (nearly two years per child) slows population growth.

Death Rate: Moderate (Due to Military Conflicts & Deep Hazards)

  • Natural deaths are low due to long lifespans and strong Dwarven health.
  • However, battle deaths, mining accidents, and Deep Road conflicts increase the mortality rate.
  • Dwarves often die in service to their Holds, ensuring that their names are carved into the Grand Anvil.

Population Breakdown by Social Class & Profession

Noble Clans & Ruling Families (~5% of the Population)

  • Includes the High King’s lineage, ruling Thanes, and ancient noble houses.
  • Hold vast wealth, political power, and land ownership.
  • Primarily located in Kazad Stro’Morn and the Grand Assembly halls.

Warriors & Military Forces (~20% of the Population)

  • Includes the Royal Guard, Deepwardens, city militias, and elite mercenaries.
  • Responsible for defending the Holds, patrolling the Deep Roads, and waging wars.
  • Every Dwarf receives military training, ensuring that the population can fight when needed.

Artisans, Blacksmiths, & Engineers (~30% of the Population)

  • The largest class, responsible for metalworking, rune-crafting, siege engineering, and construction.
  • Skilled trades include armor forging, weapon smithing, architectural stonework, and gem-cutting.
  • Many belong to the Guildmasters' Council, controlling craftsmanship and industrial wealth.

Merchants & Bankers (~15% of the Population)

  • Control the gold reserves, trade routes, and economic structure.
  • The Goldvein Clan dominates banking, ensuring that the Kazruk currency remains stable.
  • They handle diplomatic trade with surface nations, managing Dwarven-controlled markets.

Miners & Laborers (~20% of the Population)

  • Work in the deepest mines, extracting gold, mithril, and adamantine.
  • Live in mining towns, forge districts, and industrial zones.
  • Though considered lower-class, they are highly respected for their vital contributions.

Scholars, Priests, & Magic Users (~10% of the Population)

  • Includes runesmiths, historians, and the Forge-Priests of the Ancestral Shrines.
  • Tasked with preserving history, regulating magic, and ensuring religious law is upheld.
  • Limited in number due to strict selection processes for Runestone apprentices.

Ethnic & Racial Composition (99% Dwarves, 1% Others)

Mountain Dwarves (Kazrul-Dorim) – The Standard Dwarven Race (~85%)

  • The largest group, known for endurance, military strength, and craftsmanship.
  • Primarily found in Deep Holds and military cities.

Guild Dwarves (Kazrul-Durum) – The Trade & Merchant Class (~10%)

  • Wealth-focused, primarily involved in banking, commerce, and trade diplomacy.
  • Often found in surface settlements and diplomatic outposts.

Deep Dwarves (Kazrul-Torin) – The Isolated & Mystical Subgroup (~5%)

  • Live in the deepest tunnels, specializing in Runesmithing and ancient magic.
  • Rarely seen outside of Kazad Tharun or arcane libraries.

Non-Dwarven Residents – Outlanders & Foreigners (<1%)

  • Includes surface traders, Halfling merchants, and a small number of trusted Gnomes.
  • No non-Dwarf may own land or hold political power, but some have limited residence rights.
  • Elves are rarely allowed within the Kingdom, due to historic distrust.

Current Population Challenges & Future Projections

Declining Birth Rates

  • The slow population growth is leading to concerns about long-term sustainability.
  • Some progressive factions advocate for encouraging larger families, while traditionalists reject forced expansion.

Military & Deep Road Deaths

  • Constant battles with Orcs, Deep Horrors, and underground threats result in regular losses.
  • Some Holds worry that military service is depleting the young population faster than it can grow.

The Struggle Between Tradition & Progress

  • Some argue that strict caste-based professions are limiting Dwarven potential.
  • Progressive factions want to expand the roles of magic, trade, and technological advancements to compensate for the low population growth.

Military

The Dwarven Kingdoms of Ashar maintain a highly disciplined, well-trained, and heavily fortified military, designed to defend their subterranean empire from external threats and internal dangers. Dwarves are not expansionist but will fiercely defend their lands, Holds, and honor against any who threaten them.   Their military prioritizes defense, siege warfare, and underground combat, with a highly structured hierarchy and elite specialist forces. Unlike many surface armies, the Dwarves prefer strategic warfare, ambush tactics in tunnels, and overwhelming defenses, making their forces nearly unbreakable when entrenched.  

Supreme Command & Military Structure

High Command:

  • Supreme Commander: The High King (Durnek Stonefist) – Has absolute wartime authority but requires Grand Assembly approval to declare large-scale wars.
  • Grand Marshal of the Legions: Appointed by the High King to oversee all military operations.
  • Warlord Thanes: Ruling military governors of each Hold, responsible for their region's defenses and war efforts.

Military Divisions

The Royal Guard (Kazrul-Dorim) – The High King’s Elite Warriors

  • The most highly trained, heavily armored warriors in the Kingdom.
  • Sworn to protect the High King, the Grand Assembly, and sacred sites.
  • Clad in enchanted mithril armor, wielding rune-etched weapons.
  • Only veterans with centuries of service may be considered for this force.
  • Often assigned to escort diplomats, high-ranking officials, or sacred relics.

The Deepwardens (Kazrul-Barin) – Guardians of the Deep Roads

  • The primary military force patrolling the Deep Roads, outposts, and subterranean borders.
  • Tasked with defending against underground threats, raiders, and monstrous incursions.
  • Operate in small, heavily armed units specialized in tunnel combat and ambush warfare.
  • Use specialized weapons such as heavy crossbows, war picks, and tunnel shields.
  • Occasionally called upon to lead reclamation missions into lost Dwarven Holds.

The Stonefist Legions (Kazrul-Dorim-Khazrum) – The Standing Army

  • The largest military force, comprised of professional soldiers and trained militia.
  • Divided into regional legions, each under the command of a Warlord Thane.
  • Trained in traditional Dwarven warfare: shield walls, phalanx tactics, and siege defense.
  • Every Dwarf receives military training and can be conscripted into these legions if needed.
  • Often called upon for surface conflicts, border skirmishes, and long-term sieges.

The Thunderforged Battalion – Siege & Artillery Corps

  • Experts in siege warfare, using powerful war machines to breach or defend fortifications.
  • Operates catapults, flame cannons, and explosive charges for tunnel collapses.
  • Engineers skilled in constructing fortifications, repairing war machines, and building underground defenses.
  • Deploys rune-powered artillery, capable of breaking enemy siege engines.

The Blackshield Rangers – Scouts & Special Forces

  • The only military force trained for surface and deep-range scouting.
  • Operate independently in hostile territories, gathering intelligence on enemy movements.
  • Expert skirmishers, using light armor, crossbows, and guerilla tactics.
  • Often assigned to sabotage missions, eliminating key enemy structures or supply lines.

The Ironclad Fleet – The Dwarven Navy (Limited but Powerful)

  • While Dwarves prefer land-based defense, they maintain a small but highly advanced navy.
  • Primarily used to protect trade routes, transport troops, and defend coastal holdings.
  • Features heavily armored, rune-inscribed warships resistant to enemy fire.
  • Equipped with advanced ballistae, flame-throwers, and reinforced hulls.
  • Used for rare military campaigns outside of their mountain strongholds.

Weapons, Armor, & Military Technology

Weapons Used by the Dwarven Military

  • Warhammers & Axes: Preferred for breaking armor and crushing enemies in close quarters.
  • Heavy Crossbows: Designed to pierce armor, often using rune-forged bolts.
  • Rune-Carved Greatswords: Used by elite warriors, enhanced for magical resistance.
  • Tunnel Spears & Pikes: Used in phalanx formations, ideal for fighting in tight spaces.
  • Flame Cannons & Magma Projectors: Used in siege and tunnel warfare to burn out enemies.

Dwarven Armor & Defenses

  • Mithril Plate Armor: Used by elite forces, offering lightweight but near-impenetrable protection.
  • Runeforged Shields: Inscribed with protection runes, capable of deflecting magic attacks.
  • Adamantine War Helmets: Unbreakable helmets worn by high-ranking commanders.

Siege & Artillery Equipment

  • Flame Ballistae: Giant crossbows mounted on fortresses, launching explosive fire-tipped bolts.
  • Earthquake Runes: Runic explosives capable of collapsing tunnels or enemy fortifications.
  • Magma Drills: Tunneling machines used to bypass enemy defenses during sieges.

Military Strategy & Warfare Doctrine

Defensive Supremacy (Fortifications & Siege Warfare)

  • Dwarven strongholds are nearly impenetrable, with layered defenses, reinforced gates, and concealed kill zones.
  • Entrances to Holds are designed as choke points, ensuring that even small Dwarven forces can hold back massive enemy armies.
  • Tunnel collapses, magma traps, and flame turrets make besieging a Dwarven city almost impossible.

Tunnel & Ambush Warfare (Superior Underground Tactics)

  • Dwarves control the Deep Roads, allowing them to attack enemies from unexpected angles.
  • Tunnels can be used to flank enemy positions, ensuring that Dwarves always control the battlefield.
  • Cave-ins, collapsing bridges, and explosive traps are used to cripple enemy forces.

Relentless Warfare Ethos (Dwarves Never Surrender)

  • A Dwarven army will never retreat unless absolutely necessary.
  • If a Dwarf Hold is lost, they will fight to the last warrior before abandoning it.
  • Dwarves fight with endurance, often winning wars by simply outlasting their enemies.

Technological Level

The Dwarven Kingdoms of Ashar are renowned for their superior metallurgy, precision engineering, and mastery of rune-infused technology. While they lack the arcane experimentation of Elven scholars or the scientific curiosity of Human alchemists, they excel in practical, durable, and battle-tested innovations that ensure military supremacy, industrial efficiency, and self-sufficiency.   Dwarves do not pursue frivolous inventions—every technological advancement must serve a purpose, be it fortification, war, or resource extraction. Their greatest scientific achievements focus on materials engineering, rune-forging, mechanical automation, and underground survival systems.  

Key Technological Achievements & Industry Dominance

Metallurgy & Advanced Materials Science (World-Leading Craftsmanship)

Mithril & Adamantine Refinement:
  • Dwarves possess the only known process for refining raw mithril and adamantine into usable forms.
  • Their metalwork outperforms any Human or Elven craftsmanship, with armor and weapons that last centuries.
Rune-Infused Alloys:
  • Dwarven blacksmiths have developed metals infused with protective and strength-enhancing runes.
  • Used in military armor, siege weapons, and high-end trade goods.
Precision-Cut Gemstones:
  • Dwarves have perfected gemstone-cutting techniques, creating runestone amplifiers and enchanted jewels.

Mechanical Engineering & Industrial Automation (Dwarven Machines Power Their Economy)

Steam-Powered Mining Drills:
  • Used to extract deep-earth metals faster than traditional pickaxes.
  • Runic heat-exchangers prevent overuse wear and breakdowns.
Automated Forge Bellows & Magma Furnaces:
  • Allow mass production of weapons and armor without sacrificing quality.
Clockwork Mechanisms & Precision Gears:
  • Used in locks, security vaults, and mechanical defenses.
Underground Rail Systems: (Currently in experimental stages.)
  • A rune-powered transport system designed to move ore and supplies across the Deep Roads faster.

Runic Magic & Arcane Engineering (The Fusion of Magic & Technology)

Dwarves do not use magic like Elves, instead preferring practical enchantments, runic inscriptions, and magical augmentations.   Runeforged Weapons & Armor:
  • Etched with defensive, impact, and durability-enhancing runes, making them superior to non-runed equipment.
Runic Lighting & Energy Sources:
  • The Deep Roads are illuminated by runic glowstones, removing the need for torches.
  • Arcane heat-runestones provide endless warmth to underground cities.
Rune-Sealed Doors & Security Systems:
  • No keyholes—only rune-locked mechanisms that require precise activation sequences.
Earthquake Stabilization Runes:
  • Used to prevent tunnel collapses and reinforce structures.

Siege & Military Technology (Dwarven War Machines Outlast All Others)

Dwarven military technology prioritizes defense, durability, and raw power over mobility or speed.   Flame Cannons: (Magma-powered artillery.)
  • Spews superheated liquid fire, melting enemy siege weapons and armor.
Earthquake Runes: (Tactical tunnel collapse weapons.)
  • Designed to instantly collapse tunnels or enemy fortifications.
Magma-Fueled Trebuchets: (Capable of launching molten boulders.)
  • Can break through stone walls, incinerating defenders inside.
Repeating Heavy Crossbows: (Predecessor to modern firearms.)
  • Mechanically enhanced to fire multiple high-impact bolts in rapid succession.
Mechanical War Golems (Limited Use):
  • Clockwork-driven constructs built to guard key strongholds.
  • Rare and costly, only used in high-security areas.

Infrastructure & Domestic Technology Available to Citizens

Water Filtration & Heat Distribution (Underground Cities Need Efficient Living Systems)

Self-Sustaining Water Aqueducts:
  • Dwarven Holds use subterranean rivers and runoff collection systems to provide clean drinking water.
Magma-Heated Ventilation Systems:
  • Uses geothermal energy to provide heat during winter without requiring fuel.

Advanced Sanitation & Disease Prevention (Unlike Surface Cities, Dwarves Keep Their Holds Clean.)

Alchemy-Based Sewage Treatment:
  • Waste is broken down using fungi and alchemical processes.
Air Purification Systems:
  • Vents and stone filters remove toxic underground gases, preventing suffocation.

Security & Crime Prevention (Dwarves Have the Best Locks in the World.)

Rune-Sealed Vaults:
  • The Goldvein Clan controls banking, with unbreakable vaults that require complex rune activations to open.
Clockwork Traps & Automated Defenses:
  • Hidden arrow turrets, spike pits, and flame traps guard Dwarven treasuries and royal halls.
Forgery-Resistant Currency (Kazruk):
  • Every coin is rune-stamped, making counterfeiting nearly impossible.

Military Edge Over Other Nations (Why No One Invades the Dwarves.)

Superior Materials & Equipment:
  • Dwarven weapons and armor last for centuries, while Human and Elven gear deteriorates over time.
Impenetrable Defensive Structures:
  • No enemy has ever successfully breached a major Dwarven Hold without catastrophic losses.
  • Dwarven cities are built to withstand prolonged sieges without starvation.
Deep Road Warfare Expertise:
  • Tunnels are booby-trapped, and enemy forces will always be at a disadvantage.
Magma-Fueled War Machines:
  • No other faction uses high-heat artillery and war engines like the Dwarves.

Limitations & Weaknesses in Dwarven Technology

Lack of Naval & Aerial Technology:
  • Dwarves focus on underground warfare and engineering.
  • Their ships are heavily armored but slow.
  • They do not use airships or flight-based magic.
Slow Innovation Process:
  • Dwarves prioritize tested, perfected technology over rapid innovation.
  • They rarely experiment with unstable magic or unproven designs.
Limited Use of Arcane Magic:
  • While their runic magic is powerful, it is rigid and not easily adapted to spontaneous combat.
  • They lack the high-mobility spellcasting seen in Elven armies.

Future Technological Developments & Innovations in Progress

  • Runic Rail System: (An experimental underground rail system powered by arcane energy.)
  • Enhanced War Golem Research: (Creating larger, more durable, rune-controlled mechanical warriors.)
  • Magitech Hybrids: (Combining runes with mechanical engineering for increased automation.)
  • Refined Long-Range Artillery: (Developing precision-based siege weapons.)
  • Deep Tunneling Machines: (Expanding into deeper, unexplored parts of the world.)

Religion

The Dwarven Kingdoms of Ashar follow a deeply ingrained spiritual and ancestral belief system known as The Path of the Ancestral Forge (Kazrul-Dorim-Tor). Unlike many surface races, Dwarves do not worship gods in the traditional sense; instead, they revere their ancestors and the divine force of craftsmanship and creation.   The Forge-Priests of the Ancestral Forge act as the spiritual leaders, ensuring that ancestral traditions, oaths, and sacred craftsmanship are upheld. While this is the dominant faith, other belief systems exist within the Kingdom—some tolerated, others forbidden.  

Dominant Religion: The Path of the Ancestral Forge (Kazrul-Dorim-Tor)

Belief System:

  • The world, like a weapon or tool, was forged through fire, pressure, and time by the Great Smith, an eternal force of creation, craftsmanship, and endurance.
  • Ancestors are the guiding spirits, watching over the Dwarves and ensuring their actions honor past generations.
  • Every Dwarf is responsible for perfecting their craft and soul, much like how a blacksmith refines metal into a stronger form.
  • Honor, oaths, and legacy are sacred, and to betray one’s word is to dishonor all who came before.

Sacred Texts & Sites:

  • The Codex of the Forge (Kazrul-Kodurim): A holy record of ancestral wisdom, craftsmanship rites, and moral teachings.
  • The Grand Anvil (Kazrul-Morak): The holiest site in all of Dwarven lands, where the first High Kings and legendary forgemasters were laid to rest.
  • The Eternal Forge: A massive, ever-burning forge located in Kazad Stro’Morn, said to be lit by the first flame of creation.

Religious Hierarchy:

  • The High Forge-Priest (Kazrul-Torin): Supreme leader of the faith, responsible for interpreting ancient laws and advising the High King.
  • The Grand Priesthood (Kazrul-Vorim-Torin): A council of forgemasters, historians, and religious scholars who preserve sacred traditions and relics.
  • The Keepers of the Forge: Warrior-priests who guard holy sites, investigate desecrations, and enforce religious law.

Religious Influence in Government:

  • The Path of the Ancestral Forge is deeply interwoven with Dwarven law and governance.
  • The Runestone Tribunal (a legal body) enforces religious laws, oath-binding ceremonies, and magical regulations.
  • The High King must be blessed by the Forge-Priests before ascending to the throne.

Other Recognized Faiths

The Way of the Deep Hearth – The Hearthkeepers’ Tradition (Tolerated)

  • A smaller but respected sect that focuses on family bonds, home life, and inner harmony.
  • Worshippers believe that the warmth of the hearth is a gift from the ancestors, and that maintaining a strong household is a spiritual duty.
  • While not as militaristic or craft-focused as the Path of the Ancestral Forge, Hearthkeepers are respected advisors and mediators in Dwarven society.

The Guild of the Starforged – The Philosophers of the Cosmos (Tolerated but Uncommon)

  • A group of scholars and arcanists who believe that the Great Smith forged not just weapons, but the stars themselves.
  • They seek astronomical knowledge and the lost wisdom of the cosmos, hoping to unlock deeper truths hidden in the Forge of Creation.
  • Often viewed as harmless dreamers, but some traditionalists distrust their obsession with celestial forces.

Forbidden & Taboo Religions

The Cult of the Molten Maw – Worshippers of the Great Devourer (Treasonous & Banned)

  • A heretical sect that believes creation is meaningless, and that the ultimate fate of all things is to be consumed by fire and chaos.
  • They perform sacrificial rituals and destructive rites, seeking to undo the works of the Dwarves.
  • Their followers are executed on sight, and their writings are destroyed to prevent corruption.

The Bloodforged Pact – The Path of War Without End (Considered Dangerous)

  • A group of Dwarves who believe war is the only true craft and that the ancestral spirits demand endless battle.
  • They refuse to acknowledge peace, diplomacy, or craftsmanship, seeing only bloodshed as honorable.
  • While not outright banned, Dwarven leaders discourage their teachings, fearing that they could lead to instability and unnecessary wars.

Worship of Foreign Gods – Highly Restricted

  • Dwarves do not worship gods in the traditional sense, and foreign deities are often viewed with suspicion.
  • Missionary work is forbidden within the Holds, and outsiders may not openly preach foreign faiths.
  • Worshippers of necromantic or chaos-aligned deities are immediately exiled or executed.

Religious Laws & Practices

The Law of the Oath (Kaz-Tarim)

  • All religious oaths are legally binding, and breaking them results in exile or execution.

The Law of Craftsmanship & Ritual Purity

  • All sacred relics and forged items must meet divine quality standards.
  • Crafting an inferior weapon for a warrior is considered a spiritual crime.

The Protection of Sacred Sites

  • Desecration of temples, tombs, or ancestral shrines is punishable by death.
  • Even accidental damage to a shrine requires atonement through service or sacrifice.

Foreign Relations

The Dwarven Kingdoms of Ashar maintain a cautious, pragmatic, and often guarded approach to diplomacy. Their interactions with other nations and races are primarily driven by trade, security concerns, and historical grudges. While self-sufficient and isolationist by nature, the Dwarves recognize the value of alliances, controlled commerce, and strategic military cooperation—though trust is not easily given.

Diplomatic Priorities:

  • Protecting Dwarven sovereignty and ensuring no foreign power interferes with internal affairs.
  • Securing trade dominance over valuable metals, weapons, and rune-forged artifacts.
  • Guarding the Deep Roads and ensuring that no external threat breaches the underground strongholds.
  • Maintaining strict control over Dwarven craftsmanship, ensuring no foreigner learns the secrets of their forges.

Relations with Surface Nations

Human Kingdoms – "Cautious Partners" (Neutral to Friendly)

  • Trade: The Dwarves conduct controlled trade with select Human kingdoms, particularly in metals, weapons, and stonework.
  • Diplomacy: While many Human rulers seek closer ties, Dwarves remain wary of Human ambition and rapid expansion.
  • Military Cooperation: There have been joint military campaigns against Orcs and Deep Horrors, proving the value of Human-Dwarven alliances.
  • Concerns: Humans are often viewed as reckless, impatient, and too quick to forget past agreements.

Halfling Realms – "The Reliable Traders" (Friendly)

  • Trade: Halflings are one of the few races trusted by Dwarves, known for fair trade practices and neutrality.
  • Cultural Ties: Halflings admire Dwarven craftsmanship, while Dwarves respect Halfling agricultural mastery and simple lifestyle.
  • Concerns: While Halflings are loyal allies, Dwarves sometimes find their carefree attitude frustrating.

Elven Nations – "The Ancient Rivalry" (Distrustful to Hostile)

  • Trade: Extremely limited and restricted. Some Runestone scholars engage in knowledge exchange, but most trade is heavily monitored.
  • Historical Grudges: Elves and Dwarves have clashed over territory, magic, and philosophy for centuries.
  • Magic Conflicts: Dwarves distrust Elven sorcery, viewing it as unstable and arrogant. Elves, in turn, see Dwarves as stubborn and overly rigid.
  • Current Status: Cold peace, with minor border disputes and ongoing political tension.

Orc & Goblin Tribes – "Eternal Enemies" (Always Hostile)

  • Constant Conflict: Orcs and Goblins have raided Dwarven settlements and mines for generations.
  • No Negotiation Policy: No Dwarven Hold allows diplomatic discussions with Orcish warbands or Goblin factions.
  • Military Response: Any Orc or Goblin force that encroaches on Dwarven land is exterminated without question.

Relations with Other Underground Races

Duergar (Gray Dwarves) – "The Forsaken Kin" (Tense to Hostile)

  • Common Ancestry: Duergar are an offshoot of Dwarves, long estranged due to dark magic and deep corruption.
  • Cultural Divide: Where Dwarves value honor and craftsmanship, Duergar are seen as scheming, ruthless, and power-hungry.
  • Frequent Clashes: The Duergar have attempted to claim sections of the Deep Roads, leading to multiple military conflicts.
  • Current Status: Uneasy stalemate, with occasional skirmishes and espionage.
 

Deep Gnomes (Svirfneblin) – "The Reclusive Neighbors" (Neutral to Friendly)

  • Trade: Deep Gnomes offer rare magical gems and enchanted materials in exchange for forged goods and metals.
  • Relations: Though not considered true allies, they are respected for their hardiness and knowledge of the deep tunnels.
  • Concerns: Deep Gnomes tend to vanish or keep secrets, which makes Dwarves suspicious.

The Nameless Horrors of the Deep – "The Unspoken Threat" (Ongoing War)

  • Unidentified entities, monstrous beings, and forgotten horrors lurk beneath the Deep Roads and ancient ruins.
  • Dwarves actively work to contain and suppress knowledge of these creatures to prevent panic.
  • The Deepwardens engage in ongoing battles to ensure that these threats never reach the surface.

Relations with Non-Traditional Powers

The Merchant Consortiums – "The Necessary Evil" (Strictly Controlled)

  • Certain powerful trade guilds operate internationally, seeking to buy and sell Dwarven goods.
  • Dwarves impose heavy trade restrictions, ensuring that only controlled goods reach foreign markets.
  • Dwarves never allow outsiders to learn the secrets of their forgecraft.

Independent Mercenary Bands – "Tools of War" (Hired Occasionally)

  • While Dwarves do not trust outsiders in their armies, they occasionally employ mercenaries to handle surface skirmishes and border patrols.
  • Dwarves never rely on mercenaries for internal security, as they consider it a betrayal of self-sufficiency.

Religious Orders of Other Nations – "Kept at a Distance" (Restricted Access)

  • Dwarves do not follow gods, instead worshiping their ancestors and the Forge of Creation.
  • Foreign religious missionaries are not allowed inside major Dwarven Holds.
  • Some Dwarves view god-worship as weakness, leading to conflict with theocratic nations.

Diplomatic Policies & Stances

Isolationism vs. Engagement

  • Traditionalists favor strict isolation, keeping foreign influence to a minimum.
  • Progressives push for limited engagement, arguing that careful diplomacy benefits the Kingdom.

Controlled Trade Expansion

  • The Grand Assembly allows only approved merchants to deal with surface nations.
  • All trade agreements must favor the Dwarves, ensuring that they never lose economic leverage.

Military Preparedness

  • The Kingdoms maintain strict military readiness, ensuring that no foreign power can easily invade.
  • War games and training exercises are common, keeping Dwarven legions battle-ready.

Laws

The Dwarven Kingdoms of Ashar are governed by a rigid, structured legal system that values honor, craftsmanship, and the sanctity of oaths above all else. Their laws are engraved into stone, ensuring that no ruler, clan, or merchant can alter them without full Assembly approval. Justice is absolute, swift, and unforgiving, and Dwarves view law-breaking as a stain upon one’s clan and ancestors.  

Legal Code & Documentation

The Codex of the Forge (Kazrul-Kodurim)

  • The foundational legal document of the Dwarves, containing all laws governing crime, trade, property, warfare, and honor.
  • Carved into massive stone tablets in the Hall of Judgment in Kazad Stro’Morn.
  • Every Hold and settlement has a smaller version of the Codex, ensuring all citizens know the law.

The Thanes’ Amendments

  • Updates or clarifications to the Codex of the Forge made by the Grand Assembly.
  • Typically documented in rune-etched records, stored in the Grand Hall of Law in Kazad Stro’Morn.

Who Creates & Enforces the Laws?

Legislation:

Laws are created by the Grand Assembly, with Thanes, Guildmasters, and Runelords voting on proposed amendments.   Major laws must pass through three governing councils before being officially added to the Codex.

Enforcement:

  • Deepwardens (Kazrul-Dorim) – Elite law enforcers responsible for guarding the Holds and patrolling the Deep Roads.
  • City Watch (Kazrul-Belgorn) – Local enforcers within Dwarven Holds, handling civil disputes and minor crimes.
  • The Keepers of the Forge – Protectors of ancestral law, magical regulations, and religious oaths.

Major Laws of the Kingdoms

The Law of the Oath (Kaz-Tarim) – The Most Sacred Law

All oaths, contracts, and agreements are binding; breaking them is the worst crime a Dwarf can commit.   Punishment for oath-breaking:
  • Erasure from records (considered worse than death).
  • Exile from Dwarven society, with no right to return.
  • Execution for severe betrayals, such as betraying one’s Hold to an enemy.

The Law of Craft & Trade (Kaz-Thorim) – Protection of Dwarven Industry

  • No foreigner may learn or teach the secrets of Dwarven smithing, runes, or engineering.
  • All metalwork, stonework, and trade goods must meet Guild standards.
  • Counterfeiting or forging inferior goods is a severe crime.
  • Theft from the Guilds results in the loss of a hand or permanent exile.

The Law of Property & Inheritance (Kaz-Morim) – Ownership & Clan Rights

  • Land, mines, and forges belong to families, not individuals.
  • Property must remain within the clan unless sold through legal means.
  • If a Dwarf dies without an heir, their assets return to the Hold’s treasury.
  • Disputes over property ownership must be resolved before the Grand Tribunal.

The Law of War & Defense (Kaz-Dorim) – Military Duty & Security

  • Every Dwarven Hold must maintain a standing militia.
  • Desertion is a crime punishable by exile.
  • A Dwarf who abandons their post in battle loses all clan rights.
  • All Holds must contribute warriors to the Grand Army when summoned by the High King.

The Law of the Deep (Kazrul-Vorim) – Exploration & Forbidden Depths

  • Certain areas of the Deep Roads are forbidden due to ancient dangers.
  • Unauthorized expeditions into the lower tunnels are illegal.
  • If a Dwarf encounters an unrecorded ruin or passage, they must report it to the Deepwardens.

The Law of Magic (Kazrul-Runekh) – Regulation of Runes & Sorcery

  • Only approved Runemasters and Arcanists may practice High Runespeech.
  • Necromancy, soul-binding, and chaotic magic are strictly forbidden.
  • Possession of cursed or forbidden artifacts is punishable by exile or execution.

Crimes & Punishments

Minor Crimes (Fines, Labor, or Shaming)

  • Drunken brawling – 5-10 days of labor in the forges or mining pits.
  • Disrupting trade or public order – Heavy fines paid to the affected merchant or guild.
  • Petty theft – Returning stolen goods, plus twice the item’s value in fines.

Major Crimes (Severe Punishments: Exile, Branding, or Execution)

  • Oath-breaking – Erasure from all records, exile, or execution.
  • Treason – Immediate execution, family dishonored for three generations.
  • Murder of a fellow Dwarf – Either blood-price (compensation to the victim’s family) or execution.
  • Forgery of crafts or coinage – Hand removal, exile, or death (for repeat offenses).

Forbidden Crimes (Immediate Death Sentence or Worse)

  • Necromancy or soul-manipulation – Execution by Anvil Crushing.
  • Defiling the tombs of ancestors – Cast into the Black Pit for eternity.
  • Betrayal of the Kingdom to an enemy – Flayed alive and name erased from all records.
 

Trials & Justice System

The Three Judges System (For Civil & Trade Disputes)

  • A panel of three respected Dwarves (a Thane, a Guildmaster, and a Priest) oversees disputes.
  • Verdicts must be unanimous, ensuring fairness and balance.

The Grand Tribunal (For High Crimes & Political Cases)

  • Oversees cases of treason, war crimes, and inter-Hold disputes.
  • Presided over by the High Arbiter, with witnesses and evidence required.

The Trial by Stone (For Crimes of Honor & Betrayal)

  • The accused must face physical or mental trials, such as:
  • Carrying a massive stone up a mountain (for proving resilience).
  • Walking the Deep Road of Exile (if guilty, they never return).
  • Anvil Execution (if they are unworthy of redemption).

Law Flexibility & Escape Routes

  • Laws are absolute, but Dwarves believe in fair trials.
  • Fines & labor penalties allow minor criminals to redeem themselves.
  • Exile is the preferred punishment for those who violate Dwarven honor.
  • Bribery & corruption are nearly impossible, as Deepwardens execute corrupt officials.
  • The only way to escape punishment is through a "Blood Oath", meaning a Dwarf must undertake a dangerous quest to regain their honor.

Agriculture & Industry

The Dwarven Kingdoms of Ashar are not agricultural powers, as their lands consist primarily of mountains, underground caverns, and fortified strongholds. Instead, they have built their civilization on mining, metallurgy, rune-crafting, and advanced engineering, making them one of the most industrially and technologically advanced societies in Ashar. To sustain their population, the Dwarves rely on controlled subterranean farming, trade agreements with surface nations, and resource-efficient food production methods while maintaining dominance over industry, metallurgy, and magical craftsmanship.  

Industrial Strength: The Power of Stone, Metal, & Rune-Craft

Mining & Resource Extraction (The Backbone of the Economy)

The Ironvein, Goldvein, and Thunderforge Clans control the richest mines in Ashar.   Primary resources include:
  • Mithril (Ultra-light, highly durable metal for elite armor and weapons).
  • Adamantine (Unbreakable metal used for fortifications and siege weaponry).
  • Gold & Silver (Currency, trade, and ornamental craftsmanship).
  • Coal & Magma Pockets (Used to power forges and heat underground cities).
  • Rare Gemstones (Runic enhancement, enchantment, and trade with surface nations).
  Mining Process:
  • Uses rune-enhanced excavation techniques, steam-powered drills, and deep-earth tunneling machines.
  • Dwarves refuse reckless mining to avoid cave-ins and resource depletion.

Metalworking & Smithing (The Core of Dwarven Industry)

The Thunderforge and Emberforge Clans are the greatest blacksmiths and metallurgists in Ashar.
  • Weapons & Armor Production: Mastercrafted war axes, hammers, and shields used by the Dwarven Legions.
  • Rune-forged armor, enhanced with magical protection and durability.
  • Artisan Metalworking: Gold and silver crafting for noble insignias, heirlooms, and fine jewelry.
  • Dwarven coins (Kazruk) are meticulously crafted to prevent counterfeiting.
  • Specialized Metal Forges: The Molten Anvil: Produces royal armor and weapons for Dwarven nobility.
  • The Thunderforge Foundry: Specializes in war machines, siege engines, and structural reinforcements.

Rune-Crafting & Magical Industry (A Unique Dwarven Innovation)

The Runestone Clan has perfected the art of magical inscription, giving the Dwarves an edge in industry.
  • Runic Enhancements in Metalworking: Weapons are engraved with runes for enhanced durability, sharpness, and magical resistance.
  • Armor is imbued with defensive enchantments, making Dwarven warriors incredibly hard to kill.
  • Tools and machines are enhanced with heat-resistance, impact absorption, and self-repairing capabilities.
  • Runic Infrastructure: Deep Road tunnels are lined with light runes, providing eternal illumination without the need for torches.
  • Automated rune-powered doors in fortresses allow for secure, magic-sealed chambers.
  • Magical transportation runes allow for faster travel between major Holds.
 

D. Engineering & Mechanization (Dwarven Technological Supremacy)

The Thunderforge engineers have created some of the most advanced non-magical technologies in Ashar.
  • Innovations in Mining & Industry: Steam-powered mining drills for deep-earth excavation.
  • Magma-powered furnaces that burn hotter than any natural fire.
  • Massive mechanical elevators used for transporting ore and troops.
  • Siege Engineering & War Machines: Flame Cannons – Artillery weapons spewing superheated molten metal.
  • Collapsible Bridges – Allow Dwarves to cut off enemy advances in tunnels instantly.
  • Earthquake Runes – Used to collapse tunnels or enemy fortifications on command.

Agriculture & Food Production: Subterranean Sustainability

While the Dwarves do not farm traditionally, they have developed unique underground food sources that sustain their population without relying entirely on trade.  

Deep Cavern Agriculture (Efficient & Self-Sustaining)

  • Fungal Farms: Grown in vast underground cavern farms, providing nutrient-rich food.
  • Glowmoss & Luminescent Fungi – Used to create natural underground lighting.
  • Root Crops & Starchy Vegetables: Stone-root tubers & cave potatoes – Sustain the Dwarven population with long-lasting, high-energy food.
  • Alchemical Nutrient Enhancement: Dwarves use arcane-infused soil to accelerate crop growth and enhance food sustainability.

Animal Husbandry & Beast Rearing (Cave-Adapted Livestock)

  • Dwarves domesticate several underground creatures for food, labor, and companionship.
  • Giant Cave Goats: Provide meat, milk, and wool for clothing.
  • Stone Boars: Large, sturdy animals bred for meat, hide, and battle training.
  • Burrowing Rockbeetles: Used to break up stone for excavation and their shells are repurposed into armor.

Fishing & Water Harvesting (Utilizing Subterranean Lakes & Rivers)

  • Blind Cave Fish: The primary source of protein for Dwarven diets.
  • Underground Wells & Magma-Heated Springs: Provide clean, mineral-rich drinking water.
  • Aquatic Algae Farms: Used for medicine and brewing alcohol.

Trade & Food Imports (Supplementing Dwarven Diets)

  • Despite their self-sufficient food sources, Dwarves import surface goods for variety.
  • Grain & Surface Vegetables: Imported from Human and Halfling settlements.
  • Exotic Meats & Fruits: Traded in limited quantities with Human merchants.
  • Dwarven Ale & Spirits: Brewed using underground hops, fungi, and imported barley.

Key Trade Goods & Industrial Exports

Dwarves Export: (Highly Valued by Surface Nations)

  • Mithril & Adamantine Weapons (Superior to most Human and Elven craftsmanship).
  • Rune-Forged Artifacts (Magical tools, armor, and enchanted jewelry).
  • Refined Gold & Silver (Used in Human and Halfling currencies).
  • Precision Mechanisms (Gears, locks, and engineered components superior to any surface creation).

Dwarves Import: (Limited & Controlled by the Trade Guilds)

  • Surface Crops & Spices (Grains, fruits, and vegetables from Human & Halfling farmers).
  • Livestock (Dwarves do not farm large animals, so they import cattle, sheep, and horses for surface use.)
  • Arcane Ingredients *(Rare alchemical plants and magical components for Runecrafting).

Trade & Transport

The Dwarven Kingdoms of Ashar maintain a highly structured and meticulously controlled trade and transport network, designed to maximize efficiency while minimizing external influence. Unlike surface nations, which rely on open roads and expansive trade routes, the Dwarves have developed a vast underground infrastructure, making them masters of subterranean trade, defensive logistics, and industrial resource transport.   Key Features of Dwarven Trade & Transport:
  • The Deep Roads – A vast underground highway system spanning the Kingdoms.
  • Runic Trade Hubs – Secure checkpoints regulating trade within Dwarven territories.
  • Fortified Surface Outposts – Limited access points for foreign merchants and goods.
  • Strict Resource Management – Ensuring Dwarven wealth and trade secrets remain protected.

Major Trade Networks & Transportation Infrastructure

The Deep Roads – The Lifeblood of Dwarven Trade (Primary Transport Network)

A massive underground highway system, connecting all major Dwarven Holds, outposts, and mining operations.  
  • Carved into the mountains with precision, reinforced with adamantine supports and magical wards.
  • Wide enough for large-scale caravan transport, with fortified checkpoints every 50 miles to protect against ambushes.
  • Illuminated by enchanted glowstone runes, making torches unnecessary for travel.
  • Equipped with emergency floodgates, allowing sections of the Deep Roads to be sealed off in case of invasion.
Primary Functions: 
  • Transporting raw materials from mines to forges.
  • Moving troops and supplies during wartime.
  • Facilitating trade between Dwarven Holds without relying on surface routes.
  • Preventing foreign nations from accessing Dwarven strongholds directly.

The Great Anvil Roads – Surface Trade Highways (Limited Surface Presence)

Unlike Humans and Elves, who rely on open plains and wagon caravans, Dwarves build fortified highways leading to key trade posts.
  • Paved in solid stone, reinforced with Dwarven engineering techniques to resist erosion and weathering.
  • Primarily used to connect key surface settlements and ports with Dwarven underground gateways.
  • Guarded by Dwarven patrols and often lined with defensive fortifications to prevent ambushes.

Runic Trade Hubs & Storage Vaults – Secure Economic Centers

Massive underground chambers located at key intersections of the Deep Roads.
  • Serve as warehouses, market districts, and transport depots for high-value goods.
  • Magically-sealed vaults store gold, mithril, and rare gemstones, ensuring wealth remains secure from thieves.
  • Controlled by the Goldvein Clan, who oversee taxation, trade regulations, and merchant activity.

Fortified Surface Trade Outposts – Limited Access for Foreign Merchants

  • Dwarves are extremely cautious about allowing foreigners into their Holds.
  • Instead, trade is conducted at surface outposts, where foreign merchants can buy and sell goods under strict oversight.
  • Built into mountainsides and river valleys, these outposts control all legal trade between Dwarves and surface nations.
Notable trade outposts include: 
  • Kazad Grundar – The Largest Surface Trade Hub (Allows limited Human and Halfling merchants access.)
  • Stonebridge Gate – A heavily guarded river trade post (Controlled by Goldvein merchants.)
  • Ironmark Crossing – A mountain pass where caravans exchange ore for surface crops and livestock.

The Ironclad Fleet – Dwarven Naval Transport & Trade (Small but Powerful)

  • While Dwarves are not seafarers, they maintain a small but elite navy for protecting trade routes and transporting goods via rivers and coastal strongholds.
  • Dwarven warships are heavily armored, designed to resist attacks from pirates and hostile surface nations.
Primary use: 
  • Securing coastal trade, transporting ore, and protecting merchant vessels from raids.

Major Trade Goods & Economic Strength

Exports – What the Dwarves Sell (Highly Sought-After Goods)

The Dwarven Kingdoms dominate trade in metallurgy, mining, and rune-crafting. Their exports are expensive but unmatched in quality, ensuring that only the wealthiest nations  can afford Dwarven craftsmanship.   Metals & Ores: (The Backbone of the Economy)
  • Mithril & Adamantine – Sold only in limited amounts to trusted partners.
  • Gold & Silver Ingots – Used as currency and luxury trade materials.
  • Refined Steel & Iron – Superior to Human and Elven metallurgy.
  Weapons & Armor: (Elite-Quality Equipment)
  • Runeforged Blades & Axes – Magically-enhanced, able to cut through enchanted defenses.
  • Dwarven Plate Armor – Nearly indestructible and enchanted against wear.
  • Warhammers & Siege Equipment – Used in elite mercenary contracts and foreign military alliances.
  Precision Mechanisms & Engineering Marvels: Dwarven Locks & Security Mechanisms (Used in noble keeps and banks across Ashar.)
  • Rune-Engraved Mining Equipment (Enhances extraction efficiency.)
  • Mechanical Traps & Defensive Structures (Sold only to trusted allies.)
 

Imports – What the Dwarves Need (Strictly Regulated & Controlled)

Despite their industrial dominance, Dwarves must import certain goods, particularly food and surface agricultural products.   Agricultural Goods (From Humans & Halflings)
  • Grain, Fruits, & Surface Vegetables – Supplement Dwarven subterranean farming.
  • Livestock & Dairy – While Dwarves raise underground goats and stone-boars, they import cattle, sheep, and horses.
  Magical & Alchemical Ingredients (From Select Mage Guilds)
  • Rare Herbs & Enchanted Crystals – Used in Runecrafting and high-tier forging.
  • Alchemy Components – Required for healing potions and experimental metallurgy.
  Surface Lumber & Construction Materials (From Human Lumber Guilds)
  • While Dwarves prefer stone, they use wood for tools, carts, and barrels.
  • Wood is also used in charcoal production for specialized forge processes.

Trade Laws & Restrictions

Controlled Trade Regulations

  • Only the Goldvein Clan has authority over large-scale trade agreements.
  • Foreigners may not purchase raw mithril or adamantine—only finished goods.
  • No Dwarven smithing or runecrafting techniques may be shared with non-Dwarves.
  • All trade contracts are legally binding under the Law of the Oath.
 

The Trade Protection Law (Kazrul-Durim-Khazrum)

  • Foreign merchants must undergo extensive vetting before being allowed to trade.
  • Counterfeit goods are punishable by permanent trade bans or execution.
  • Unauthorized mining or smuggling in Dwarven territory is punishable by death.

Education

Education within the Dwarven Kingdoms of Ashar is highly structured, practical, and deeply tied to ancestral knowledge, craftsmanship, military training, and runic studies. Unlike Human or Elven societies, Dwarven education focuses on apprenticeships, guild learning, and mastery of a chosen craft, ensuring that every citizen contributes to the prosperity and self-sufficiency of the Kingdoms.   Dwarves value practical knowledge over theoretical studies, meaning philosophy and abstract sciences are secondary to disciplines like engineering, metallurgy, mining, smithing, and rune-crafting. Despite this, scholarly institutions exist for history, magical research, and governance training.  

The Structure of Dwarven Education

The Hearth-Learning Years (Ages 0-20) – Early Childhood & Family Education

  • All Dwarves are educated at home until the age of 20, learning ancestral lore, clan traditions, basic mathematics, and literacy in Dwarvish runes.
  • Parents and elders serve as first teachers, ensuring that children grow up knowing their lineage, clan duties, and cultural history.
  • Practical skills like stone carving, metal shaping, and basic weapon handling are introduced early.
  • The most important lesson is The Law of Honor, where children are taught about oaths, contracts, and the consequences of dishonor.

The Guild Schooling Period (Ages 20-50) – General Training & Skill Assessment

At age 20, all Dwarves undergo Guild Schooling, a mandatory evaluation period where their natural talents are tested. Guild schools are managed by the Great Clans and include:
  • The Smith’s Halls (Metallurgy, Blacksmithing, & Engineering)
  • The Rune-Forges (Runic Magic & Magical Crafting)
  • The Deepwardens’ Academy (Military Training & Tunnel Combat)
  • The Trade Halls (Merchant Practices & Economic Study)
  • The Mining Guilds (Resource Extraction & Geology)
  • The Hall of Lore (Scholarly Studies, History, & Diplomacy)
By age 50, a young Dwarf must declare their chosen profession and seek out a formal apprenticeship.  

The Apprenticeship System (Ages 50-100) – Specialized Training & Mastery Path

Once a Dwarf chooses their profession, they are assigned to a Master Craftsman, Runeforger, Engineer, or Warrior Captain to begin their 100-year apprenticeship. During this period, they live, work, and train under their master, learning every aspect of their chosen field. By the end of their apprenticeship (usually around age 100), they must prove their worth by completing a Masterpiece Task, such as:
  • Forging a perfect blade (Blacksmiths)
  • Creating a functioning siege engine (Engineers)
  • Mastering three combat styles (Warriors & Deepwardens)
  • Deciphering an ancient Runestone (Runeforgers & Scholars)

Advanced Studies & Specialization (Ages 100+) – Path to Mastery & Leadership

After completing their apprenticeship, Dwarves may choose to:  
  • Continue working in their field as a journeyman or skilled laborer.
  • Pursue mastery-level training, which grants them the title of Forge-Master, Rune-Keeper, Trade-Master, or Warden-General.
  • Join the Grand Assembly as a scholar or administrator to study law and governance.
  • Serve in the Deepwardens or Royal Guard for elite military training.
Those who truly excel in their fields can ascend to Guild Leadership, High Runesmith status, or Military Command.  

Specialized Educational Institutions

The Great Hall of Lore – Center of Dwarven Knowledge (Kazrul-Khazrum-Torin)

  • The largest repository of Dwarven history, law, and scholarly study.
  • Houses the Codex of the Forge, detailing Dwarven law, records of past kings, and historical accounts of major wars.
  • Only the most learned scholars and historians may study here.

The Rune-Forges – The Academy of Runecrafting & Arcane Studies (Kazrul-Runekh-Forgun)

  • The most elite magical learning institution, focusing on Runic inscription, magical weaponry, and enchantment techniques.
  • Training is highly restricted, ensuring that Dwarven magical secrets do not fall into foreign hands.
  • Only Runestone Clan members or those approved by the Grand Assembly may enter.

The Deepwardens’ Academy – Military Training & Tunnel Warfare (Kazrul-Barin-Khazrum)

  • The largest military academy in the Kingdoms, responsible for training the elite defenders of the Deep Roads.
  • Teaches siege warfare, defensive tactics, phalanx formations, and underground combat strategies.
  • Graduates become Deepwardens, Royal Guards, or Officers in the Stonefist Legions.

The Trade Guilds & The Hall of Coin – Economic & Merchant Training (Kazrul-Khazruk-Durim)

  • Trains merchants, bankers, and trade officials in economic strategy, taxation, and currency regulation.
  • Overseen by the Goldvein Clan, ensuring that all Dwarven trade remains under strict control.
  • Teaches contract law, negotiation tactics, and resource management.

Social & Class Disparities in Education

Universal Access to Basic Education

  • All Dwarves receive basic literacy, mathematics, and history lessons.
  • Guild Schooling is free for all citizens, ensuring that every Dwarf is trained in a valuable skill.

Restricted Access to Advanced Studies

  • Runic Magic & Arcane Studies are limited to the Runestone Clan and select apprentices.
  • Trade Law & High Economics are controlled by the Goldvein Clan, ensuring economic knowledge remains in elite hands.
  • Military Leadership Training is often reserved for Stonefist warriors and Deepwardens.

Exiled & Dishonored Dwarves Have No Educational Rights

  • If a Dwarf is exiled or dishonored, they are stripped of their right to learn within the Kingdoms.
  • Outcast Dwarves may never enter the Great Hall of Lore or the Rune-Forges.

Knowledge Security & Forbidden Teachings

The Law of Knowledge Protection (Kazrul-Runekh-Belgorin)

  • Dwarven knowledge must never fall into foreign hands.
  • Teaching forge techniques, rune magic, or military strategy to non-Dwarves is punishable by exile or execution.

Forbidden Studies & Outlawed Knowledge

  • Necromantic Magic & Soul-Binding Studies are strictly forbidden, punishable by death.
  • Chaos Magic & Reality-Warping Techniques are banned, as they are considered corruptive to Dwarven honor.
  • Elven Mysticism & Wild Magic are viewed with suspicion, though some scholars secretly study them.

Conclusion: A Structured, Practical, & Highly Regulated Education System

The Dwarven Kingdoms of Ashar focus on practical education, mastery through apprenticeships, and the preservation of ancestral knowledge.
  • Basic education is universal, ensuring every Dwarf is literate and skilled.
  • Guild-based training dominates higher education, ensuring expertise in metalwork, rune-crafting, engineering, and military tactics.
  • Access to elite knowledge is heavily restricted, ensuring that Dwarven secrets remain within the Kingdom.

Infrastructure

The Dwarven Kingdoms of Ashar boast some of the most durable, advanced, and self-sufficient infrastructure in the known world, designed for sustainability, defense, and efficiency. Unlike surface civilizations, which build above ground, the Dwarves have mastered subterranean engineering, ensuring their fortresses, roads, aqueducts, and defenses can withstand centuries of use without deterioration.   Their infrastructure is a combination of natural geological formations, engineered tunnels, and rune-enhanced technology, ensuring logistical efficiency, resource management, and superior military readiness.  

Transportation & Trade Networks

The Deep Roads – The Dwarven Underground Highway System (Kazrul-Vorim-Dorim)

  • The largest and most well-maintained underground road system in the world.
  • Connects all major Holds, trade outposts, and mining settlements.
  • Reinforced with carved stone pillars, enchanted arches, and structural wards to prevent collapse.
  • Illuminated by glowstone veins and rune-engraved light sources, ensuring perpetual visibility.
  • Guarded at key points by military outposts to protect against Deep Horrors, Duergar incursions, and enemy invasions.
  • Includes emergency sealing mechanisms, allowing sections to be collapsed in the event of a siege.

The Great Anvil Roads – Surface Trade Routes (Kazrul-Durim-Torin)

  • Limited but essential surface trade highways, connecting key mountain fortresses with Human and Halfling lands.
  • Constructed from durable stone slabs, designed to last centuries without repair.
  • Fortified with outposts every 20 miles, preventing banditry and unauthorized crossings.
  • Primarily used for importing food, livestock, and exotic goods from surface nations.

The Ironclad Fleet & Naval Infrastructure (Kazrul-Durim-Morak)

  • While Dwarves are not seafarers, they maintain heavily fortified naval ports along their coastal strongholds.
  • Dwarven warships are heavily armored, designed to withstand pirate raids and naval blockades.
  • Used primarily for trade security, resource transport, and long-distance expeditions.

Water Management & Waste Disposal

The Deep Aqueducts – Underground Water Supply System (Kazrul-Vorim-Gorim)

  • A massive network of subterranean aqueducts and cisterns, ensuring a continuous supply of fresh water to Dwarven Holds.
  • Constructed using natural underground springs, redirected rivers, and enchanted filtration systems.
  • Prevents drought and contamination, ensuring self-sufficiency even in wartime.

The Magma Forges & Heat Distribution System (Kazrul-Dorim-Khazrum)

  • Dwarven cities are built around geothermal vents and magma flows, providing natural heating and energy sources.
  • Magma channels are carefully controlled with rune-engraved stone, preventing overheating and collapses.
  • Used to power forges, smelting facilities, and large-scale industrial operations.

The Sewage & Waste Purification System (Kazrul-Borim-Torin)

  • Dwarves maintain an advanced waste management system, ensuring sanitary conditions even underground.
  • Waste is transported via stone-cut sewer tunnels, leading to natural filtration pools and alchemically-treated caverns.
  • Bioluminescent fungi and alchemical solutions break down waste, preventing disease and contamination.

Fortifications & Defensive Structures

The Adamantine Gates – The Impenetrable Strongholds (Kazrul-Dorim-Khazrum)

  • The largest and strongest fortifications in the Kingdoms, designed to withstand magical and physical attacks.
  • Crafted from adamantine, mithril, and rune-infused stone, making them near-indestructible.
  • Guard key entrances to major Holds, ensuring that no enemy force can breach them without catastrophic losses.

The Grand Bastions – High King’s Defensive Walls (Kazrul-Morgrim-Torin)

  • Massive defensive walls built to protect the entrances of major Holds and trade hubs.
  • Equipped with ballistae, flame cannons, and reinforced gatehouses.
  • Maintained by dedicated engineer corps, ensuring that no structure falls into disrepair.

The Deepguard Outposts – Military Checkpoints of the Deep Roads (Kazrul-Barin-Khazrum)

  • Fortified waystations positioned every 50 miles along the Deep Roads.
  • Manned by Deepwardens and Royal Guards, ensuring constant vigilance against underground threats.
  • Equipped with emergency defense mechanisms, hidden escape routes, and reinforced supply caches.

Industrial & Economic Hubs

The Grand Forges – Industrial Powerhouses of the Kingdom (Kazrul-Dorim-Khazrum-Torin)

  • Massive forge-complexes, capable of producing weapons, armor, and machinery at an industrial scale.
  • Powered by magma furnaces, runic amplifiers, and mechanical press systems.
  • Each forge specializes in a specific craft, ensuring optimized production efficiency.

The Grand Vaults – Banking & Wealth Storage (Kazrul-Khazruk-Vorim)

  • The largest underground treasury system, storing gold reserves, mithril ingots, and gemstones.
  • Highly secured with traps, rune-locked doors, and elite guards.
  • Controlled by the Goldvein Clan, ensuring that no coin is wasted or misplaced.

The Rune-Libraries & Knowledge Archives (Kazrul-Runekh-Khazrum)

  • Houses ancient Dwarven records, magical research, and engineering blueprints.
  • Accessible only to scholars, Runesmiths, and government officials.
  • Strictly monitored to prevent outsiders from stealing Dwarven secrets.

Forbidden & Restricted Infrastructure

The Sealed Gates – Ancient, Forbidden Passages to the Depths (Kazrul-Vorim-Morgrim)

  • Massive, rune-locked gates blocking off tunnels leading to ancient dangers.
  • Believed to hold lost Holds, forgotten civilizations, and unspeakable horrors.
  • Access is strictly forbidden, and any unauthorized attempt to breach them results in immediate execution.

The Experimental Workshops – Secret Engineering Facilities (Kazrul-Dorim-Borim)

  • Highly classified research facilities, developing advanced war machines, magical artifacts, and prototype weapons.
  • Restricted only to elite engineers and Rune-Keepers, ensuring Dwarven technology remains secure.
  • Believed to house some of the most dangerous and powerful Dwarven inventions ever created.

Future Expansion & Modernization Efforts

Expansion of the Deep Roads

  • Plans to extend the underground highway system to connect more Holds and mining operations.
  • New rune-powered mining drills will allow for faster, more efficient excavation.

Magitech Integration into Infrastructure

  • Experimenting with combining traditional Dwarven engineering with arcane enhancements.
  • Developing automated gate mechanisms, advanced defense turrets, and enhanced lighting systems.

"From the depths of stone and iron, we carve our legacy. In the forge’s fire, we temper our resolve. By the hammer and the anvil, we shape our destiny."

Founding Date
3795
Type
Geopolitical, Empire
Capital
Alternative Names
The Mountain Realms, The Kingdoms Under the Mountain, The Thanes’ Pact
Demonym
Dwarven
Ruling Organization
Leader Title
Head of State
Head of Government
Government System
Monarchy, Elective
Power Structure
Federation
Economic System
Market economy
Gazetteer
The Dwarven Kingdoms of Ashar are a vast subterranean empire, with fortified strongholds, massive underground highways, and highly defensible mountain cities. Their settlements are designed for security, sustainability, and resource control, ensuring their dominance over the depths of Ashar.  

Kazad Stro’Morn – The Thronehold of the Dwarves (Formerly Kaz Dural)

  • The capital and heart of the Dwarven Kingdoms, home to the High King and the Grand Assembly.
  • Located deep within the Ironspine Mountains, protected by adamantine gates and defensive wards.
  • Houses The Grand Anvil, the most sacred shrine to the Dwarven ancestors.
  • A massive fortified city, featuring layered defenses, deep mines, and the Great Forge Hall.

Kazad Tharun – The Runestone Bastion (City of Magic & Lore)

  • The center of Dwarven runesmithing and magical study, home to the Runelords' Council.
  • Houses the Runestone Codex, an ancient archive of all recorded Dwarven magical knowledge.
  • Protected by arcane wards and rune-infused golems, ensuring that no outsider may enter without permission.
  • Many experimental forges and rune-weaving workshops exist here, where magical and enchanted weapons are crafted.

Kazad Barad – The Stone Citadel (The Stronghold of War)

  • A massive military fortress, responsible for defending the Deep Roads and the outer territories.
  • Acts as the main training ground for Dwarven warriors, including the Royal Guard and the Deepwardens.
  • Contains massive barracks, armories, and training pits, as well as the Siege Engineer Guilds.
  • Houses the Deepwardens' Vault, where the most dangerous captured relics and magical artifacts are sealed away.

Kazad Morak – The Black Iron Hold (Forge & Industrial Center)

  • The largest center of blacksmithing, mining, and industry in the Kingdoms.
  • Home to the Thunderforge Clan, whose engineers and artisans craft the finest weapons and siege engines.
  • Rich in mithril and adamantine deposits, producing the most durable armor and weapons in Ashar.
  • Massive lava forges, powered by underground magma vents, allow for the continuous crafting of legendary arms.

Kazad Grundar – The Sky-Anvil Keep (The Gateway to the Surface)

  • The primary surface stronghold of the Dwarves, built into a mountain pass overlooking key trade routes.
  • Serves as the gateway between the underground Kingdoms and surface-dwelling races.
  • Houses the Trade Council, regulating commerce with humans, Halflings, and other allies.
  • Features massive stone bridges, air vents, and surface watchtowers for monitoring potential invaders.

The Deep Roads – The Highways of the Underworld

  • A vast network of tunnels and underground roads, linking all major Dwarven Holds and mines.
  • Patrolled constantly by Deepwarden forces, ensuring safe travel and defense against subterranean threats.
  • Includes ancient stone bridges, rest stations, and hidden military checkpoints.
  • The lifeblood of Dwarven trade and logistics, allowing for rapid deployment of troops and resources.

The Vault of Kaz Torum – The Grand Treasury

  • The largest vault of gold, silver, and gemstones in the Kingdoms, overseen by the Goldvein Clan.
  • Holds not only immense wealth but also royal artifacts, enchanted relics, and ancient contracts.
  • Protected by runic locks, elite guards, and hidden traps, ensuring no thief has ever escaped alive.

The Tombs of the First Kings – The Sacred Burial Grounds

  • An underground necropolis where the greatest High Kings and legendary heroes are entombed.
  • Guarded by the Keepers of the Forge, who ensure that no spirit is disturbed.
  • Legends tell of an ancient and terrible secret buried deep within the lower crypts.

The Adamantine Gates – The Impenetrable Barrier

  • A massive defensive gate system, sealing off the deepest regions of the Kingdoms.
  • Made of adamantine and reinforced with powerful runes, making it nearly indestructible.
  • Only the High King and the Grand Assembly hold the keys to open the gates.
  • Legends say that beyond these gates lie the Forgotten Holds, lost to disaster and ancient horrors.
Currency
Official Currency of the Dwarven Kingdoms of Ashar   Name of Currency: The Kazruk (ᚲ) (Dwarven Gold Standard)   Minting Authority: The Grand Anvil Mint (Operated by the Goldvein Clan)   Primary Material: Gold, Silver, and Mithril Coins   Exchange System: Fixed Metal Standard (Gold-backed economy with precise weight-based values)  

Currency Overview

The Kazruk is the official currency of the Dwarven Kingdoms of Ashar, meticulously crafted to precise weight and purity standards. Each coin is stamped with runes, ensuring that counterfeiting is impossible. The Dwarves do not trust paper money or promissory notes, preferring a tangible, metal-based currency that is intrinsically valuable.   The Grand Anvil Mint, operated by the Goldvein Clan, is responsible for minting all official currency and ensuring that the weight and purity of each coin remain absolute. Dwarven banks and trade guilds operate on a fixed gold standard, meaning each coin has a set value in precious metals.  

Denominations of the Kazruk

Kazruk Gold Coin (ᚲG) – “The King’s Mark”

  • Material: Pure Gold
  • Value: 100 Silver Kazruk = 1 Gold Kazruk
  • Usage: Used for major transactions, land purchases, and high-value trade deals.
  • Design: Stamped with the current High King’s crest and ancestral runes of prosperity.

Kazruk Silver Coin (ᚲS) – “The Merchant’s Weight”

  • Material: Pure Silver
  • Value: 10 Copper Kazruk = 1 Silver Kazruk
  • Usage: The most common coin in daily transactions, used for trade, services, and wages.
  • Design: Features the symbol of the Grand Assembly and Dwarven geometric designs.

Kazruk Copper Coin (ᚲC) – “The Commoner’s Token”

  • Material: Pure Copper
  • Value: Base unit of currency
  • Usage: Used for food, lodging, tools, and smaller purchases.
  • Design: Stamped with Dwarven trade runes and a crossed hammer and anvil.

Mithril Kazruk (ᚲM) – “The Noble’s Writ” (Extremely Rare)

  • Material: Pure Mithril
  • Value: 10 Gold Kazruk = 1 Mithril Kazruk
  • Usage: Used for royal transactions, noble inheritances, and diplomatic exchanges.
  • Design: Engraved with runes of protection and wealth, often enchanted for security.

Banking & Wealth Storage

The Grand Vault System (Operated by the Goldvein Clan)

  • The largest and most secure vault network in Ashar, storing gold reserves, artifacts, and banking records.
  • Used by noble houses, merchants, and warlords to store wealth and secure transactions.
  • Some vaults contain ancestral heirlooms, which act as long-term investments for powerful clans.

Trade Ingots & Bullion (For Large-Scale Trade)

  • While coins are used for standard commerce, large trade deals are often settled in gold, silver, or mithril ingots.
  • These ingots are stamped with clan seals, ensuring that they can be traced back to their source.

Dwarven Credit Exchange (Limited Banking System)

  • While physical wealth is preferred, Dwarves do allow credit-based transactions in controlled environments.
  • Merchants and guilds issue credit notes, which can be redeemed for Kazruk coins at a bank or trade post.
  • Runic authentication prevents forgery, ensuring that only authorized exchanges occur.

Foreign Trade & Conversion Rates

  • The Kazruk Gold Standard is recognized in most surface economies, making Dwarven coinage highly valued.
  • However, Dwarves do not easily accept foreign currency, requiring precious metals or goods in exchange instead.
  • Conversion rates are determined by the Grand Assembly’s Trade Council, ensuring Dwarves are never undervalued in exchanges.

Counterfeiting & Currency Protection

  • Runic Stamping: Every Kazruk coin features magically-inscribed runes, making counterfeiting nearly impossible.
  • Weight & Purity Checks: All coins are measured against a standardized weight system, ensuring no impurity exists.
  • Severe Punishments: Counterfeiting or debasing currency is punishable by exile or execution.
Major Exports
The Dwarven Kingdoms of Ashar are known for producing some of the highest-quality goods in the world, specializing in metallurgy, runic craftsmanship, engineering marvels, and precision tools. While they do not export in mass quantities, what they do sell is incredibly valuable and sought after, ensuring strong economic power and influence.   The Dwarves carefully control their trade, ensuring that no nation or faction gains an upper hand by using Dwarven goods against them. Mithril, Adamantine, and Runeforged artifacts are never sold in bulk, and their most closely guarded industrial secrets remain exclusively within Dwarven hands.  

Primary Exports – High-Demand Trade Goods

Metalwork & Forged Goods (Unrivaled in Quality)

Dwarven metallurgy is legendary, and no other race matches their precision, durability, and craftsmanship in metalwork.
  • Mithril Ingots (Limited Trade) – Extremely light and strong, used for elite armor and weaponry.
  • Adamantine Ingots (Very Rare Exports) – The hardest known metal, used for fortifications and unbreakable weapons.
  • High-Grade Steel & Iron – Superior to most Human and Elven metalworks, used in armor, weapons, and tools.
  • Gold & Silver Ingots – Used in coinage, jewelry, and elite ornamentation.
  • Dwarven Alloyed Chains & Locks – Incredibly strong and tamper-proof, often used in vaults and prisons.
  Who buys it?
  • Human Kingdoms (For royal armories and elite guards).
  • Halfling Traders (For banking, jewelry, and coinage).
  • Select Merchant Guilds (For luxury sales to the nobility).
 

Weapons & Armor (Elite-Quality, Runeforged Equipment)

  • Runeforged Battle Axes & Warhammers – Enchanted with impact runes, capable of shattering shields and armor.
  • Dwarven Plate Armor – Nearly indestructible, far superior to Human or Elven armor.
  • Reinforced Siege Weapons – Used for breaking down fortresses and large-scale warfare.
  • Specialized Crossbows – Dwarves craft precision-made repeating crossbows, capable of piercing even magic defenses.
  Who buys it?
  • Human Kingdoms & Mercenary Companies (For elite soldiers and siege warfare.)
  • Select Halfling Lords (For personal guards and fortress defenses.)
  • Trusted Independent Cities (For defense against growing threats.)
 

Precision Engineering & Mechanical Devices (Superior Technology, Highly Valued)

Dwarves dominate precision mechanics, selling advanced tools, security systems, and siege engineering marvels.
  • Dwarven Locks & Vault Security – Tamper-proof locks, unbreakable vault doors, and rune-sealed storage units.
  • Mechanical Gears & Precision Instruments – Used in elite clockwork and engineering projects.
  • Water-Powered Forges & Smelting Equipment – Accelerates production of metalwork in Human and Halfling cities.
  • Runic Compasses & Navigation Tools – Used for underground mapping and long-range exploration.
  Who buys it?  
  • Halfling Banking Guilds (For secure vault construction.)
  • Human Universities & Engineering Guilds (For advanced industry development.)
  • Select Mage Guilds (For magical enhancement projects.)
 

Magical Artifacts & Rune-Crafted Goods (Extremely Limited & Highly Regulated)

Dwarven Runesmiths and Arcanists craft powerful enchanted objects, but they do not sell these lightly.
  • Runestone Jewelry – Gold and silver rings engraved with protection runes, granting minor defensive enchantments.
  • Runic Wardstones – Used to protect buildings, military fortifications, and noble manors from magical attacks.
  • Lightning-Forged Blades – Blades enchanted to generate electricity, dealing extra damage to armored foes.
  • Fire-Runed Crossbow Bolts – Infused with flame magic, designed to burn through enemy defenses.
  Who buys it?
  • Wealthy Human Nobility (For personal protection and elite warriors.)
  • Mage Orders & Arcane Councils (For magical experimentation and fortification.)
  • Halfling Lords (For high-security trade and defensive spells.)
 

Gemstones & Luxury Items (Precious, Finely Crafted Goods)

  • Dwarven-cut diamonds, Sapphires, and Rubies (Superior to surface-cut gemstones.)
  • Hand-Forged Jewelry (Often inscribed with protective runes.)
  • Ornate Drinking Goblets & Tankards (Luxury items used by nobles and wealthy merchants.)
  • Artisan Statues & Relics (Commissioned by noble houses.)
  Who buys it?
  • Wealthy Merchant Guilds (For resale to high-class customers.)
  • Kings & Nobles (For ceremonial purposes.)
  • Religious Orders (For temple decorations and sacred objects.)
 

Export Policies & Trade Restrictions

The Dwarves do not allow unrestricted access to their goods, ensuring that no nation or race can use Dwarven-made weapons or technology against them.  

Strict Trade Control by the Goldvein Clan

  • Only approved merchants may purchase high-value Dwarven goods.
  • Raw Mithril & Adamantine are never sold in bulk, ensuring that other nations never surpass Dwarven craftsmanship.
  • Foreign buyers must pay a "Dwarven Trade Tax," making elite goods even more expensive.
 

The Laws of Export Restriction (Preventing Dwarven Secrets from Being Stolen)

  • No foreigner may learn Dwarven smithing techniques—punishable by permanent exile or execution.
  • Dwarves do not sell fully enchanted war weapons to non-Dwarves—only minor magic-infused trinkets.
  • No mechanical blueprints or Runic Codices may be sold or shared with outsiders.
 

What the Dwarves DO NOT Export (Guarded Secrets & Forbidden Trade Goods)

  • Dwarven Military Tactics & Fortification Plans (Heavily classified.)
  • Runestone Codices & High Rune Magic Tomes (Never shared with non-Dwarves.)
  • Experimental Mechanical Devices & Prototype Weapons (Kept strictly within Dwarven Kingdoms.)
  • Sacred Relics & Ancestral Artifacts (Only used within Holds and religious sites.)
Legislative Body
Official Name: The Grand Assembly of the Dwarven Kingdoms of Ashar (Khazrul-Vokun Kazad Ashar)   Motto: "By Stone, By Forge, By Law"   Primary Meeting Place: The Hall of Thanes in Kazad Stro’Morn (Formerly Kaz Dural)   Presiding Authority: Chancellor Brogar Ironvein  

Overview

The Grand Assembly of the Dwarves is the highest legislative body of the Dwarven Kingdoms of Ashar, responsible for writing, amending, and enforcing the laws that govern Dwarven society. It is a semi-democratic council made up of Thanes, Clan Leaders, Guild Representatives, and High Scholars, ensuring that no single ruler holds unchecked power.   While the High King serves as the face of the Kingdom, the Grand Assembly is the true lawmaking institution, ensuring that all Dwarven Holds abide by a unified code of governance.  

Structure of the Grand Assembly

The High Council of Thanes (Khazrul-Tharum) – Lords of the Holds

  • Composed of ruling Thanes from each major Dwarven Hold.
  • Holds the power to propose and vote on major laws that affect the entire Kingdom.
  • Oversees military matters, expansion efforts, and fortifications.
  • Responsible for electing a new High King upon the death or abdication of the current ruler.

The Guildmasters' Council (Khazrul-Durum) – Lords of Trade & Industry

  • Comprised of leaders from the mining, smithing, merchant, and engineering guilds.
  • Oversees economic regulations, resource distribution, and trade agreements.
  • Ensures fair wages, controlled resource extraction, and sustainable industry practices.
  • Works closely with the High Treasurer and the Goldvein Clan to maintain Dwarven wealth and currency stability.

The Runelords' Council (Khazrul-Runekh) – Keepers of Magic & Lore

  • A governing body of Runesmiths, Arcanists, and High Priests from the Runestone Clan and the Forge-Priests.
  • Regulates the use of magic, the protection of sacred relics, and the enforcement of religious law.
  • Oversees the preservation of Dwarven history, law archives, and scholarly institutions.
  • Holds the authority to classify certain knowledge as forbidden, ensuring that dangerous magical practices remain contained.

The Common Assembly (Kaz-Vorim) – Voice of the Lesser Clans & Free Dwarves

  • A council of lesser clan leaders, respected merchants, and war veterans.
  • Represents the interests of everyday Dwarves, ensuring fair treatment of workers, warriors, and artisans.
  • Can propose laws, but lacks the authority to directly pass them without Thane or Guildmaster approval.
  • Serves as an advisory body, ensuring that no single faction dominates the lawmaking process.

How Laws Are Made

A Proposal is Introduced

  • A Thane, Guildmaster, or Runelord may introduce a new law, regulation, or amendment.
  • The proposal is debated and reviewed by expert advisors.

First Vote by the High Council of Thanes

  • The Thanes of the major Holds cast the first vote, determining whether the law advances or is rejected.
  • A majority vote is needed for the proposal to move forward.

Review by the Guildmasters & Runelords

  • Economic laws must pass the Guildmasters' Council.
  • Magical or religious laws must pass the Runelords' Council.
  • If a law affects both, a joint review is conducted.

Final Vote by the Full Assembly

  • The final decision is made in the Hall of Thanes in Kazad Stro’Morn.
  • If a law receives two-thirds majority approval, it is ratified and enforced across the Kingdoms.

The High King’s Right to Veto (Rarely Used)

  • If the High King opposes a law, he may invoke the Veto of the Throne, sending the law back for revision.
  • The Grand Assembly can override a royal veto with a three-fourths majority vote.

Major Laws & Governance Principles

The Codex of the Forge (Kazrul-Kodurim)

  • The foundational legal code that governs all Dwarven Holds, trade, warfare, and diplomacy.
  • Defines rights, responsibilities, and punishments in Dwarven society.
  • Engraved on massive stone tablets in the Grand Hall of Laws.

The Law of the Oath (Kaz-Tarim)

  • An oath made before the Assembly or the Ancestral Forge is legally binding.
  • Breaking a sworn oath is considered a grave crime, often punished by exile or execution.

The Mining & Resource Allocation Act

  • Regulates mining operations, ensuring that no clan hoards wealth unfairly.
  • Enforced by inspectors from the Guildmasters' Council, preventing over-extraction.

The Military Readiness Decree

  • Ensures that each Hold maintains a standing army capable of defending the Deep Roads and the surface borders.
  • Mandates that all Dwarves undergo combat training, even if they are artisans or merchants.

The Trade Accords

  • Establishes rules for foreign trade, ensuring fair exchanges and protection of Dwarven craftsmanship.
  • Allows the regulation of non-Dwarven traders within Dwarven-controlled markets.

The Magic Regulation Act

  • Restricts the teaching and use of High Runespeech to approved scholars and Runesmiths.
  • Outlaws necromancy, soul magic, and reality-warping spells within Dwarven lands.

Political Disputes & Current Legislative Challenges

The Expansion vs. Isolation Debate

  • Some progressives push for greater trade and political ties with surface nations.
  • Traditionalists fear cultural erosion and want to close off external influences.

The Modernization Controversy

  • Engineers and merchants want to introduce mechanized production and magical automation.
  • Conservatives believe this will replace Dwarven craftsmanship and weaken the traditional guild system.

The Deep Roads Crisis

  • Reports of strange occurrences, disappearances, and dark forces in the deepest tunnels have caused concern.
  • A faction of Runelords and Deepwardens is calling for a full-scale expedition into the depths.
Judicial Body
Official Name: The High Tribunal of the Dwarven Kingdoms of Ashar (Kazrul-Belgorn Kazad Ashar)   Motto: "By Stone, By Oath, By Justice"   Primary Court Seat: The Hall of Judgment in Kazad Stro’Morn   Presiding Authority: The High Arbiter (Kazrul-Belgorin)   The High Tribunal of the Dwarves is the supreme judicial body of the Dwarven Kingdoms of Ashar, responsible for interpreting, enforcing, and upholding Dwarven law as written by the Grand Assembly. It is an independent authority, ensuring that no Thane, Guildmaster, or High King is above justice.   Dwarves take law and oaths extremely seriously, and their legal system is built on precedent, honor, and strict enforcement of contracts. The High Tribunal operates multiple layers of courts, ensuring that disputes, criminal trials, and legal interpretations are handled efficiently and fairly.

Structure of the Judicial System

The High Arbiter (Kazrul-Belgorin) – Supreme Judge of the Dwarves

  • The highest-ranking judicial official in the Kingdoms.
  • Elected by the Grand Assembly and serves for life.
  • Holds final authority over all major legal disputes, including high crimes, royal disputes, and inter-clan feuds.
  • Ensures that no law contradicts the Codex of the Forge (Kazrul-Kodurim).
  • Has the power to overturn unjust rulings from lower courts.

The Grand Tribunal (Kazrul-Vorim Belgorn) – The High Court of Appeals

  • Composed of five elder judges, selected from the most experienced legal scholars and magistrates.
  • Handles disputes between Holds, Guilds, and Thanes.
  • Reviews high-profile cases and rulings made by lower courts.
  • Ensures that the laws of the Grand Assembly are properly interpreted and upheld.

The Thanes' Courts (Kazrul-Tharum Belgorn) – Regional & Clan Courts

  • Every major Hold or city has its own court, presided over by the ruling Thane or a designated Judge (Belgorn-Khazrum).
  • Handles civil disputes, trade disagreements, and minor criminal cases.
  • Oversees military justice, ensuring discipline among soldiers and Deepwardens.

The Guild Courts (Kazrul-Durum Belgorn) – Trade & Craftsmanship Justice

  • Operated by the Guildmasters' Council, focusing on trade violations, fraud, and contract enforcement.
  • Ensures that merchants, miners, and artisans uphold their legal obligations.
  • Handles disputes over resources, guild disputes, and trade deals with surface nations.

The Runestone Tribunal (Kazrul-Runekh Belgorn) – Magic & Arcane Law

  • Oversees the regulation of runesmithing, enchanted artifacts, and magical disputes.
  • Investigates illegal magic, necromancy, and unauthorized use of High Runespeech.
  • Works closely with the Forge-Priests and the Runelords' Council to ensure that all magic follows Dwarven law.

The Oathbreaker's Court (Kaz-Tarim Belgorn) – Enforcers of Oath Law

  • A specialized court dealing exclusively with oaths, contracts, and broken promises.
  • Enforces Blood Oaths, Craft Oaths, and Royal Oaths, ensuring severe punishment for betrayal.
  • Judges wear red-forged armor, symbolizing that they deal in matters of honor and bloodshed.
  • The worst crime a Dwarf can commit is oathbreaking, punishable by exile or death.

Major Laws & Legal Precedents

The Codex of the Forge (Kazrul-Kodurim) – The Foundational Legal Code

  • The most sacred book of law, containing all Dwarven legal traditions and precedents.
  • Engraved on massive stone tablets in the Hall of Judgment.
  • Ensures fair trade, proper governance, and just punishment.

The Law of the Anvil (Kazrul-Thorim) – Crafting & Trade Law

  • All goods must meet Dwarven craftsmanship standards.
  • Inferior craftsmanship or deception in trade is a severe crime, resulting in banishment from the Guilds.
  • Counterfeiting or corrupting Dwarven currency is punishable by exile or execution.

The Law of the Oath (Kaz-Tarim) – The Sacred Law of Promises

  • A sworn oath is unbreakable; breaking it results in dishonor, exile, or death.
  • Those found guilty of oathbreaking have their names erased from Dwarven records, a fate worse than death.
  • Oaths of blood, war, and honor carry the harshest penalties.

The Mining & Resource Allocation Law

  • All Dwarven mines and resource operations are under the control of the Guildmasters' Council.
  • Hoarding resources or illegal mining is punishable by asset seizure and exile.

The Military Conduct & Readiness Law

  • Every Hold must maintain a standing army capable of defending against underground and surface threats.
  • Cowardice or desertion in battle is punishable by exile.
  • Any Dwarf who abandons their post without cause loses all clan rights and is cast out.

The Magic Regulation Act

  • Only certified Runesmiths and approved arcanists may study or use High Runespeech.
  • Any unauthorized magical experiments, soul-binding, or necromantic rituals are considered heresy and treason.
  • The use of Elven magic within Dwarven Holds is highly restricted.

Enforcement of Law

The Deepwardens – Enforcers of Justice

  • Elite law enforcers responsible for tracking criminals, defending the Deep Roads, and maintaining order.
  • Serve as both city guards and military police, ensuring that justice is swift and absolute.
  • Known for carrying enchanted warhammers that act as symbols of their authority.

The Keepers of the Forge – Protectors of Religious & Arcane Law

  • Tasked with investigating magical crimes, tomb desecration, and violations of ancestral law.
  • Work closely with the Forge-Priests and the Runelords' Council.

The Trial by Stone – Final Justice for the Most Severe Crimes

  • Reserved for the worst criminals, traitors, and those accused of dishonoring their ancestors.
  • The accused must stand before the Grand Tribunal and face judgment.
Sentences include: 
  • Exile (Kaz-Dorim): The convicted is stripped of their clan name and cast into the wilds.
  • The Black Pit (Kaz-Morgrim): Life imprisonment in the deepest mines, forced to work until death.
  • Execution by the Anvil (Kaz-Thorim-Gor): The condemned is crushed beneath an ancestral hammer, symbolizing their unworthiness to live among Dwarves.
Official State Religion
Location
Official Languages
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