Mountain Dwarves

“Der Schmerz vergeht, der Stolz bleibt.“

If you venture to the base of any snow-laden mountain north of Berphaunt on a still, moonless night, and press your ear to the ancient stone, you may hear something extraordinary. Focus on the frost-bitten rock and you may perceive the faintest, guttural thrum. It resonates deep within, as if it were the slumbering pulse of a leviathan entombed in the bowels of the mountain. Its rhythm is unbroken, its cadence relentless, resonating like the hammer-blows of a forge-god or the march of an army advancing toward its doomed last stand.

Should you be counted among the few who hear it, know this: the echoes you sense have not faltered for a millennium uncounted. While the kingdoms above waged their petty conquests, rising and falling on the capricious whims of gods and men with their fleeting thrones, that primordial drumbeat has endured. It resounds, immutable and eternal, a cry of defiance against a darkness so ancient and vast that even the eldest Grey Elven sages whisper its name.

That which you hear is no mere sound; it is the living soul of Gerdain, the Kingdom Beneath. It is the pulse of the Mountain Dwarves – shield-bearers of the Secret War. Their hearts are forged of cold iron, bound by unyielding will, as they stand vigilant against a shadow seeking to devour the world.

Of all the mortal races of Maud’madir, only the Elves predate the Mountain Dwarves. As the first culture to unite and accept guidance from the Grey Elves, the Mountain Dwarves have cherished their strong bonds with these paternal allies to this day. Often accused of condescending to other races and seeing them as mere petulant children, Mountain Dwarves would be quick to remind you – this perspective, they insist, is not without merit.

While Mountain Dwarves can be found in almost every city and town across the continent, their true home lies in the Kingdom of Gerdain – a network of tunnels that connect two main cities carved deep beneath the eastern mountains of Maud’madir. Known for their isolation, the Dwarves of Gerdain nonetheless maintain trade relations with the surface world. The massive gates that lead into Gerdain are well-traveled and heavily guarded, ensuring the safety of the routes to and from their underground realm.

Dwarven goods, celebrated for their unmatched strength and durability, are highly sought after, especially their expertly crafted armour, tools, and weapons, along with an almost endless supply of raw materials. But a word of caution: bargaining with a Dwarf is no simple feat. Their legendary stubbornness rivals the exceptional quality of their wares.

Master craftsmen, formidable warriors, and loyal allies, Mountain Dwarves stand as a steadfast and enduring presence in a world beset by chaos and turmoil.

Language: German

Life Expectancy: 250 – 300 years

Child 1 – 20
Teenager 21 – 30
Young Adult 31 – 40
Mature 41 – 120
Middle Age 121 – 199
Old 200 +

 

Mountain Dwarves
  • Originally Posted: July 27, 2020
  • Last Updated: March 27, 2025

Contents

History

Mountain Dwarves were the first non-Elvish race tutored by the enigmatic Grey Elves. This early connection has shaped their identity, both literally and figuratively, as they proudly view themselves as the eldest sibling among the mortal races. Some scholars theorize that traits like discipline, perseverance, and a love for the underground were purposefully cultivated in Dwarves by the Grey Elves, though to what end remains a mystery. Over the centuries, Dwarven relationships with the Grey Elves have evolved into one of mutual respect and understanding, akin to two sagacious adults conversing amid a room of screaming children – the other mortal races, naturally. Dwarves prioritize this alliance, valuing this bond above the grievances of shorter-lived, more transient races like Humans.

War of Black Descent

The War of Black Descent, known to non-Dwarves as ‘The Goblin Wars,’ was a prolonged conflict between the Dwarves of Gerdain and the Goblin hordes on eastern Maud’madir. It began when the Goblins, driven by an unusual unification which caused their numbers to swell, and guided by the whispers of an unknown malevolence, spilled out of the shadowed crevices of their Underrealm homes. For decades, the Dwarves of Gerdain held their ground, hammer and axe clashing ceaselessly against rusted blades and venomous spears. Yet, for every Goblin that fell, two more would take its place. The war dragged on, transforming once-proud halls into grim slaughterfields.

Clarador, the crowning jewel of the Gerdainian Dwarves and the pride of their empire, was the heart of this conflict. A city carved from the living rock of the mountains, it was a marvel of engineering, with glittering halls and mighty forges that seemed eternal. But in the war’s final days, something unspeakable to its citizens occurred. The Goblins laid siege to Clarador with an unnatural ferocity, their aggression swelling with renowned intensity never witnessed. At the siege’s peak, the city fell eerily silent – its gates left ajar, its fires extinguished. Those who dared to return to Clarador later spoke of strange shadows moving within and a chill that cut deeper than any winter wind. No sign of the defenders or invaders remained, and the city now stands abandoned, shunned by all.

The war’s end came at an unimaginable cost. The proud lineage of the Gerdain Dwarves bore deep scars, their legacy haunted by unanswered questions. What fate befell the defenders of Clarador? What dark force turned the tide of battle in favor of the Goblins, only to leave the city eerily empty? Clarador’s name is now spoken only in whispers, its ruins sealed off. The city is now nothing but a dusty tomb.

Geography

As their name would suggest, Mountain Dwarves primarily inhabit mountainous regions, where they have constructed sprawling underground cities and fortresses. These impressive dwellings are interconnected by a network of guarded tunnels and passages, forming an intricate web of subterranean routes that stands as a testament to their engineering prowess. This system allows Dwarves to travel and trade between their settlements without ever stepping onto the surface – a realm they deem both unpalatable and unnecessary. These subterranean routes underscore their self-reliance and independence from surface world.

However, these connections have also brought the Dwarves into frequent conflict with other underground denizens such as the Dark Elves of Antioch, countless Goblin clans, and powerful monsters. The animosity between Antioch and Gerdain runs especially deep, rooted in ancient territorial disputes and irreconcilable values.

Not all Dwarves favor the claustrophobic lifestyle of the underground; many have braved the alien sky of the surface, overcoming their agoraphobia to build lives as traders, adventurers, or scholars in the world above.

Mountain Dwarf Cities

The cities and towns of Gerdain all exist deep underground, with well-guarded exits to the surface strategically placed near major roads. There were originally three large Dwarven cities but only two remain. Scattered within the mountains are numerous villages and outposts, their names and locations kept secret by the Dwarves. While there are no Gerdain settlements on the surface, it is not unusual to find individual Mountain Dwarves bearing the titles of mayor or bailiff, and even Baron or Duke within the larger kingdoms such as Berphaunt or Tiefanue. The Dwarven disposition – rooted in discipline, perseverance, and a sense of duty – makes them exceptionally suited for roles of authority.

  • Torgunferen (abandoned / ruins)

Once one of the great Dwarven cities, Torgunferen was abandoned a thousand years ago during the reign of the 5th Torgunferen Dynasty, when High Thane Veldstein provoked Rathenoch’s wrath. Today, little remains of Torgunferen, its grand stone and architecture scavenged to near oblivion. Now regarded as a solemn monument to greed and hubris, it is shunned by most Dwarves.

  • Clarador (abandoned / ruins)

The mammoth underground city-state of Clarador boasted a vast cavern system with multiple levels, colossal chambers, and numerous surface connections. Renowned for its ancestral halls and council chambers, Clarador was the cradle of Mountain Dwarf history and their oldest home.

Near the end of the Goblin Wars, Clarador was mysteriously abandoned, leaving its fate shrouded in obscurity. Today, access to its tunnels is reportedly sealed, the once-thriving city-state now entombed within the mountains.

  • Dolgerhan

A relatively young city, Dolgerhan is a vibrant melting pot of Dwarvish and surface cultures. Beneath its streets, many districts contain small underground complexes with additional housing, lending the city a deceptively modest appearance compared to its true capacity.

Renowned for its wealth of gems mined from Gerdain’s inner caverns, Dolgerhan serves as the primary point of contact between the Dwarven Monarchy and the surface world. It stands as a testament to the Dwarves’ adaptability and their relationship with the realm above. Dolgerhan produces many adventurers from it’s native citizens, whose early experiences with surface-dwellers become both an invaluable asset and an enticing call to the world above.

  • Nellerdan

The vast city of Nellerdan stands as the largest underground cavern complex in existence, spanning over 20 miles and descending 37 levels deep. Nearly double the size of Dolgerhan, Nellerdan was constructed during the Goblin Wars, following the abandonment of Clarador.

Built as a fortress of resilience, Nellerdan’s main gates, known as the Doors to the Light, remain sealed to the outside world. These gates open only to facilitate the transport of large quantities of goods, raw materials, and troops, symbolizing the city’s role as a stronghold of industry and defense. Home to the Royal Throne, it also serves as the headquarters for most craft guilds, cementing its position as a center of power and craftsmanship.

  • die Straße des Feuers (The Road of Fire)

The Road of Fire serves as a direct tunnel leading to Rathenoch’s fiery domain. This treacherous passage ends in a vast cavern, dramatically split by twin rivers of molten lava. At the heart of this infernal scene stands a small but formidable fortress occupied by Rathenoch’s forces.

This passage is used solely for one grim purpose: the delivery of tribute to Rathenoch, the wrathful Red Dragon. Its ominous presence underscores the Dwarves’ uneasy coexistence with this volatile Firstborn.

Culture

Dwarven Society and Core Values

At the heart of Dwarven culture lies a devotion to craftsmanship. Renowned as master artisans, Dwarves possess a skill in metalwork, stonework, and engineering so precise it borders on the magical. For Dwarves, each creation is more than a product – it is a testament to their dedication, expertise, and the pride they take in their craft. They see crafting as a lifelong journey toward mastery, with each generation building upon the techniques of those who came before. An old Dwarven saying captures their philosophy: “If you do something right the first time, you should be suspicious of its quality.” To Dwarves, failure is not a flaw but an essential stepping stone to progress, for only by striving and improving can one truly honour their craft.

Dwarven society is built upon an unshakable foundation of law, rank, and duty, with values such as order, pride, strength, discipline, and resolve held in the highest regard. Laziness, carelessness, and cowardice are considered cardinal sins, seen as direct betrayals of their cultural ideals. Their society is structured into three equally respected castes: the military, the crafting guilds, and the nobility. Pride binds these castes together – not personal pride, but a collective pride in their people and the achievements of their civilization.

Dwarven Naming Conventions

The naming conventions of the Dwarves are steeped in meaning and tradition, encapsulating their identity, lineage, and role within society. Each Dwarf carries three names, each imbued with significance:

  1. Rank Name: A title earned through merit or position, denoting their standing and duties within Dwarven society. This name is rarely spoken outside the mountain halls, as its meaning is often lost on outsiders.
  2. Personal Name: A unique identifier, chosen with care to reflect the Dwarf’s personality, aspirations, or the hopes of their family.
  3. Family Name: A proud testament to their heritage, this name honours the legacy and deeds of their family line, connecting them to the chain of their ancestors.

Appearance

In Gerdain, male Mountain Dwarves are known for their long, thick, meticulously groomed beards, often decorated with great care. Some choose to shave their heads entirely, adorning their bald scalps with intricate tattoos that tell their personal stories. Female Mountain Dwarves also proudly sport beards, typically shorter and neatly trimmed to reflect contemporary fashion. Left unattended, however, their beards grow as robustly as any Dwarf’s. The thriving beard oil trade is a testament to the Dwarves’ grooming culture, with merchants offering musky and wood-based scents, a stark contrast to the floral perfumes favoured by Elves and Humans. Dwarves favour practical, sturdy clothing tailored for utility, featuring numerous pockets and durable belts designed to support tools, weapons, and pouches. To manage the weight of their heavily laden belts, suspenders are a popular addition.

Festivals and Traditions

Dwarves honour their history and heritage through meaningful and unifying celebrations. Among the most prominent is the Forge Festival, a lively event where Dwarves gather to exhibit their finest craftsmanship and engage in crafting workshops. This festival not only highlights their skill but also reinforces their sense of community. Another tradition is the Hero’s Reckoning Festival, a solemn yet celebratory event dedicated to acknowledging the bravery and valour of fallen Dwarven warriors. This festival pays tribute to their sacrifices and service to the Kingdom of Gerdain, further cementing the values of honour and duty in Dwarven society.

Marriage and Gender Roles

Dwarven marriages are monogamous unions built on deep loyalty and commitment, lasting until death and, as they believe, transcending even the grave. Marriage is considered eternal, and only the dying words of a spouse can grant permission for the surviving partner to remarry. However, most Dwarves choose to honour their late spouse’s memory, remaining dedicated to their bond for life. Dwarves also recognize and honour same-sex unions with the same reverence, as they believe that the bond of love and loyalty transcends gender, embodying the eternal commitment that lies at the heart of their culture. In Dwarven society, equality between genders is a fundamental principle, reflected in both their laws and culture. Males and females share equal standing and opportunities in every aspect of life. Both genders are equally capable and often excel in fields like strategy, craftsmanship, leadership, and combat. Among other races, Dwarven women are renowned for being as militant, shrewd, and business-minded as their male counterparts.

Death

For the Dwarves, burial is a sacred act that mirrors their deep connection to the earth. They believe it is only natural to return to the ground after death, as they see themselves as eternally intertwined with the land. Formed of rock, as their lore holds, Dwarves view death as a return to their origins – a merging back into the stone from which they were shaped. This belief reinforces their reverence for the earth, not only as the foundation of their life but as their final resting place.

The Iron Requiem

Among the warrior caste of Dwarven society, whispers speak of a shadowy “Death Cult” known as the Iron Requiem. This enigmatic group is said to revere death in combat, viewing it as the ultimate expression of both duty and inevitability – a natural force to be embraced rather than feared. To its adherents, violence is not merely a means to an end but a sacred truth, embodying purity and resolve. Though shrouded in secrecy and often regarded with suspicion, the Iron Requiem mirrors the Dwarves’ perspectives on warfare and sacrifice.

The Six Dwarven Virtues

The foundation of Dwarven culture is built upon six enduring virtues, which guide their decisions, actions, and relationships:

  1. Endure – Face life’s challenges and the schemes of enemies with unflinching resolve. Perseverance is the cornerstone of Dwarven strength.
  2. Fury – When violence becomes necessary, embrace it completely and with conviction. A Dwarven warrior knows hesitation can mean defeat.
  3. Community – Foster unity by supporting those in need and offer hospitality and loyalty to kin and allies alike. The bond of community is sacred.
  4. Discipline – Strength is cultivated through diligence and consistency. For Dwarves, dedication to craft and duty is a way of life.
  5. Craftsmanship – Pursue perfection in every creation, letting every tool, weapon, or work of art reflect your skill and passion.
  6. Wisdom – Honour the knowledge of your ancestors while forging your own unique path forward, combining tradition with innovation.

Smithing and Alchemy

Blacksmithing

To a Dwarf, the earth is an endless wellspring of inspiration. Each rock, gem, and crystal serves as a palette of colors, while every hammer, anvil, and tong transforms into a craftsman’s brush. For the Mountain Dwarves of Gerdain, blacksmithing transcends mere labor – it is high art, a sacred union of creativity and mastery. Their weapons, armor, and tools are revered across the continent as some of the finest ever forged, standing as enduring testaments to their skill. These creations form the backbone of Gerdain’s trade, enriching the kingdom while spreading its fame far and wide.

Despite their renown, the Mountain Dwarves zealously guard the secrets of their craft. Foreigners often make pilgrimages to the gates of Gerdain, hoping to apprentice under the legendary smiths within the mountain’s vast, echoing halls. Yet no outsider is permitted to witness the ancient techniques passed down through generations. Even among Dwarves, gaining entry into the prestigious Nellerdanian Smith’s Guild requires extraordinary dedication. Aspiring members must submit their work over an unrelenting 20-year period, during which their progress is rigorously scrutinized. One lapse in quality or focus is grounds for immediate rejection, leaving only the most driven to persevere.

Each Master Smith of Gerdain leaves an indelible mark on their creations and this tradition carries on with Dwarves who migrate to the surface, too. Every piece bears the unique signature of its maker, transforming even the humblest sword, shield or hammer into a distinctive emblem of Dwarven craftsmanship.

Alchemy

The hardy hands of Dwarves, forged by centuries of tireless labor, are poorly suited to the delicate manipulation required in alchemy, particularly in the handling of fragile gas globes. Yet this limitation is of little concern to the Dwarves, who harbor a disdain for the craft. Their innate resistance to toxins reinforces their belief that alchemy is a weak and ineffectual art, one unworthy of their time or effort, especially when it comes to warfare. To Dwarves, alchemy carries an air of disdainful association. Its reliance on poisons and trickery links it closely with their ancient enemies: Goblins and Dark Elves. The Dwarves view such practices as cowardly and dishonourable – a sharp contrast to their own values of strength, resilience, and direct confrontation. For most Dwarves, alchemy is not just impractical but a reviled strategy, seen as an emblem of their foes’ most despicable traits.

Politics

Gerdain is a proud and enduring monarchy, currently ruled by King Mognar Mithrilfire König. Unlike some other realms, nobility in Gerdain is not limited by gender, as evidenced by its history of remarkable leaders, including Queens, Thanes, and even the infamous High Thane Veldstein. Among these figures, High Thane Griogair “The Stern,” last Queen of the Torgunferen Dynasty, and the long line of kings preceding her, hold a special place in Dwarven lore.

The Dwarves of Gerdain approach politics with a pragmatic resolve. Central to their diplomacy is their strategic inclusion within the Empire of Berphaunt; a relationship founded on mutual benefit. Through this alliance, the Dwarves gain access to vast markets for their legendary crafted goods while securing protection for their surface interests. In exchange, the empire benefits from Gerdain’s vast reserves of raw materials and the strategic advantage of a fortified buffer zone along its northern border.

This partnership, however, is far from casual. The Dwarves are acutely aware of Berphaunt’s formidable power as both a vital ally and a potential threat. A two-front conflict – facing Berphaunt above and a subterranean threat like Antioch below – would be catastrophic. Therefore, the Dwarves have positioned themselves as indispensable allies to Berphaunt.

On a smaller scale, Dwarves are renowned for their skills as traders and merchants. Their economy is built upon mining, metalworking, and stonecraft, producing goods famed for their durability and elegance. Guided by a code of honour, Dwarves approach each transaction, whether a simple barter or a high-stakes contract, with integrity. This commitment to ethics and quality has solidified their reputation as trusted partners in commerce.

Law and Governance

The laws of Gerdain serve as a reflection of the Dwarves’ dedication to order, tradition, and collective harmony. While enforcement and punishment are seldom necessary due to the cultural emphasis on honour and etiquette, their legal system acts as a reinforcement of the monarchy’s authority and the societal expectation of compliance.

All laws are decreed by the king and undergo careful review by the Imperium. This centralized process ensures both swift decision-making and an orderly system of governance. Although some critics argue that the simplicity of this arrangement leaves little room for nuance, few dispute its effectiveness in maintaining stability within the kingdom.

Conflict with Antioch

Although the Kingdoms of Gerdain and Antioch both fall under the vast rule of Berphaunt’s Empire, the animosity between these two factions runs deep. Their conflict predates Berphaunt’s rise to power, a simmering feud that has persisted for generations. From small skirmishes to prolonged sieges, their hostilities play out far beyond the emperor’s watchful gaze, hidden within the dim, treacherous tunnels of the underground.

The divide is further entrenched by Antioch’s history of enslaving Dwarves, exploiting their knowledge of construction and craftsmanship for their own ends. This bitter legacy fuels outright hatred between the two kingdoms. To the Dwarves, Antioch’s Dark Elves, guided by their notorious “Bitch Goddess,” epitomize everything they abhor — deceit, cruelty, and dishonour.

Despite the considerable distance between the two kingdoms, the underground tunnels and passageways connecting them form a sprawling no man’s land. Here, the battle for territory unfolds over decades, with fortifications constantly built, captured, destroyed, and rebuilt, far from the borders of either kingdom. This perpetual tug-of-war plays out entirely beneath the surface, hidden from the world above, with no sign of its existence reaching the light of day. Supplies and reinforcements must traverse the twisting, hazardous underground passageways, often ambushed or waylaid by enemy patrols. The construction and maintenance of fortifications are relentless, with both sides employing teams of engineers and miners skilled in sabotage, tunneling, and trap-making. The environment itself adds to the hardship: limited ventilation, scarce resources, and the ever-present threat of cave-ins or flooding test the endurance of even the hardiest combatants. And so, the conflict between Gerdain and Antioch persists, an unending shadow war fought in the depths of the earth.

Religion

Dwarven religious practices are deeply pragmatic, grounded in practicality and guided by the principle of mutual benefit. Their worship often revolves around Deities and Dragons associated with craftsmanship, mining, and resilience, reflecting the values and daily lives of their people. Ceremonies are less about abstract spirituality and more about seeking tangible outcomes, such as blessing tools for durability, sanctifying mines for safety, or invoking strength before battle. For Dwarves, faith is not separate from their work but intertwined with it.

Relationship with Gods

Dwarves perceive their relationship with Gods as transactional. They understand that Gods derive their power from faith and worship, and in return, provide divine magic, knowledge, and blessings. To Dwarves, faith is akin to a currency – an investment made in exchange for tangible blessings and divine support. Despite the seemingly impersonal nature of this relationship, Dwarves are not less loyal than other races. They are willing to die for the causes their Gods represent and hold unwavering respect for divine domains. However, they are acutely aware of their position in this exchange, seeing it more as a mutually beneficial partnership than blind devotion. Magnora, Roland and Daelrion are popular Gods within Gerdain, however surface Dwarves can be found serving every Deity in the pantheons.

Reverence for Dragons

Dragons hold a uniquely exalted and sacred place within Dwarven belief systems. Unlike Gods, who are seen as partners in an exchange, Dragons are revered as sacred beings. Dwarves often associate Dragons with ancestral or spiritual power, akin to a totem or spirit-animal. To the Dwarves, Dragons are not worshipped out of obligation or expectation of gain but are honoured for their intrinsic sacredness. Much of their deep respect for the Firstborn can likely be traced back to the Grey Elves, whose mentorship during ancient times left a lasting impression on Dwarven beliefs. Rathenoch is by far the most popular Dragon served within the kingdom itself, perhaps unsurprisingly as Gerdain falls within Rathenoch’s territory.

Rathenoch

The 5th Torgunferen Dynasty saw prosperity under High Thane Veldstein’s leadership, but his miserly tendencies led to the eventual collapse of his reign. In his final year, Veldstein refused to pay annual tribute to Rathenoch, the Firstborn Red Dragon, sparking a devastating conflict. Rathenoch unleashed his armies upon the Dwarves, and while Veldstein prepared elaborate defenses and traps, his strategies often backfired — cutting off external support and supplies, resulting in immense casualties and growing dissent among his people. Despite the Dwarves’ superior arms and tactics, Rathenoch’s rage and overwhelming forces led to weeks of fierce battles.

By the nineteenth week of war, the Dwarves of Gerdain, worn down by relentless battles and devastating losses, sought peace with Rathenoch. Led to the fiery “Road of Fire,” they presented High Thane Veldstein, bound and gagged, alongside their gold, as an offering to appease the Red Dragon’s wrath. Yet, Rathenoch did not arrive — instead, the Bloodied Khan Herczeg, a Dwarven traitor adorned in macabre attire, took control. Herczeg demanded a ransom of gold from every Dwarf, forcing them to empty their vaults and return one week later. Upon their return, they were met with the ominous Red Fortress — a new monument to Herczeg’s conquest where Veldstein was buried alive beneath his people’s gold, paying the ultimate price for his hubris. Though the Dwarves were released from their conflict, their kingdom lay devastated, and one among them, Junge Griogair, remained behind to record this harrowing chapter, later rising to become High Thane and restore some glory to her people. Herczeg’s words, etched into the Great Hall’s floor, forever marked the Dwarves’ defeat and the shadow of Rathenoch’s power.

Military and Warfare

The military of Gerdain is renowned for its defensive prowess, discipline and the quality of its warriors and equipment. Each Dwarven soldier within the kingdom is trained from a young age, outfitted with the finest weapons and armour crafted by the smiths of Gerdain. While Dwarves may lack the sheer numbers of other armies, they more than make up for it with their elite standards and resilience. In battles against Goblin clans, it is not uncommon for Dwarves to cut down 20 or 30 enemies for every fallen warrior.

This emphasis on defense and artisan-quality equipment extends beyond the battlefield to Dwarven adventurers as well. Dwarves prioritize protective gear – well-crafted armour, towering shields, and properly maintained weaponry are standard. No Dwarf, whether a cobbler, general, or nursemaid, would be seen without a well-made weapon or tool at their side. The mere presence of rust on a blade or armor piece is a source of humiliation, a stigma that can haunt a Dwarf for decades.

Furthermore, this cultural value often leads Dwarves to look down on non-Dwarves who fail to uphold the same standards of care and respect for their gear. To a Dwarf, a weapon or suit of armour is not just a tool — it is a reflection of their honour, discipline, and heritage.

Defensive Specialists

Dwarven soldiers of Gerdain are described as immovable goliaths, clad in multiple layers of meticulously interlocking forged steel and plate. Their crossbows are unparalleled in strength, their tower shields virtually indestructible, and their helms are enhanced by artifice, causing their visors to glow with an eerie crimson light in the dark as they grant the gift of dark vision. With the ominous glow of their eyes cutting through the tunnels from behind these thick helms, Dwarves stand shoulder-to-shoulder in steadfast formations — unyielding and indomitable, as immovable as the mountains they defend.

The Stone Legions of Gerdain

The Obsidian Shield – The Obsidian Shield forms the impenetrable wall of the Dwarven military, clad in blackened iron that gleams like midnight oil. These warriors are the kingdom’s bulwark, holding the line in battles where retreat is not an option. Their shields bear scars older than some surface kingdoms, each dent a testament to centuries of unyielding defiance. Before battle, each warrior etches the names of their ancestors into their shields, believing their spirits will strengthen the steel.

Leader: General Thorek Doomhammer, a grim and unrelenting commander. Thorek’s fury is as unyielding as the mountains themselves. His voice carries the weight of funeral bells, and his soldiers march willingly into the jaws of death at his command.

The Pyreborn Reapers – Forged in the heart of molten furnaces, these berserkers embody fire and fury, their weapons glowing with the heat of Elemental Fire. The Pyreborn Reapers are the shock troops of the Gerdain military, thrown against the thickest lines of the enemy to break them. Their war cries are said to echo like the screams of a dying drake. It is whispered that initiates endure a trial by fire, walking across smoldering lava to prove their worth.

Leader: High Warden Brynja Cindermark, a woman marked by burns from her own enchanted weapons. Brynja’s loyalty to her soldiers is rivaled only by her promise to them of a glorified death.

The Runeclad Ascendants – Mystics of war, the Runeclad Ascendants wield Sigil, Protection and Elemental magic. They carve runes into their own flesh, channeling their magic on the front lines behind the shield wall.

Leader: Runeseer Baldrin the Revenant, rumored to have been killed in battle then returned from the Deadlands because he was simply too angry to die. Baldrin’s body is a canvas of eldritch glyphs that glow with an electric-blue light.

The Shadebreakers – Silent as the deep tunnels they stalk, the Shadebreakers are shadows given form. Experts in clandestine warfare and sabotage, they hunt their enemies in the labyrinthine depths of the mountains, striking from the darkness with shortblades and crossbow. They are the primary unit that Gerdain uses in their assaults against Antioch’s defenses.

Leader: Shade-Lord Orin Blackspire, a figure of myth and fear. Orin has never been seen without his obsidian mask. Some say he is a ghost, others that he has forsaken his mortal body altogether.

The Ironhail Marksmen – Specialized in long-range, the Ironhail Marksmen wield crossbows crafted with deadly precision and enhanced by the ingenuity of Dwarven engineering. Each bolt is tipped with various payloads, from explosive charges to searing acid. They are also responsible for Gerdain’s siege weaponry.

Leader: Boltmaster Harek Steelvein, a grim and stoic figure. Boltmaster Harek is known for both his aim and hatred of Goblins.

The Secret War

Far beneath the mountains of Gerdain, a clandestine battle rages against an enigmatic threat known as die Hungrigen Tiefen — “the Hungry Depths.” Even most Dwarves remain unaware of its true nature, as their leaders enforce strict secrecy through compartmentalization and vigilant oversight. Grim rumors whispered in dim taverns speak of faltering strongholds, eldritch carvings etched into deep tunnel walls, and eerie sounds from the blackest crevices. Stranger still are accounts of rocks and dirt inexplicably rising, defying gravity as they float toward cavern ceilings.

Despite the secrecy, the Dwarves do not fight alone — the enigmatic Grey Elves play a cryptic but undeniable role. They have been seen traversing the deep tunnels, performing strange rituals at seemingly random locations. Their cooperation hints at shared stakes, yet raises troubling questions. Some speculate the enemy is a chained Dark God, a forgotten Deity imprisoned by the Grey Elves and now awakening to exert its influence on weaker minds. Others believe it to be a malevolent Undead general resurrecting legions of fallen Dwarves, or even a living crystal entity consuming everything in its path. Whatever the truth, the Grey Elves’ involvement suggests stakes far greater than the Dwarves will reveal. Some even theorize that the Mountain Dwarves, in their earliest days, were shaped and guided by the Grey Elves specifically for this ominous purpose and to which they’ve now been given task.

Common Personalities and Views among Mountain Dwarves

Mountain Dwarves, both those on the surface and citizens of Gerdain, are as enduring as the stone they carve and as fiery as the forges they revere. Their worldview is molded by hardship and camaraderie, valuing resilience, pragmatism, and a pursuit of excellence. Skill, discipline, and patience are revered virtues, while grumbling and idleness are met with sharp disapproval. Mountain Dwarves, living deep within the heart of Gerdain, often view the world of “top-siders” with wary distrust. In contrast, surface-dwelling Dwarves tend to develop softer, more flexible outlooks, shaped by their exposure to other cultures and ways of life.

Views on Surface Dwellers

To the Dwarves of Gerdain, the surface is a realm of fleeting whims and hollow pursuits, its inhabitants chasing transient struggles like moths to a flame. Life above ground is seen as chaotic and shallow, far removed from the stability of Dwarven society. Even the random act of weather seems a perplexing anarchy compared to the comforting stability of the tunnels. Confident in their self-reliance, Dwarves hold fast to the belief that no surface-born turmoil could ever threaten the sanctity of their hidden halls. This conviction fuels their detachment, allowing them to focus on safeguarding their time-hardened way of life.

The Importance of Community

For Dwarves, survival in the depths or on the surface depends on unity. Strength is drawn not from individual pursuits, but from the collective efforts of the community whether it be a guild, village or kingdom. Every Dwarf is expected to strive for perfection in their craft, not just for personal pride but as a moral duty to the collective. The achievements of each person sustain the whole, and every task, no matter how small, is imbued with purpose. They seek to build a community where inhabitants support each other and take pride in overcoming challenges together, and where one person’s success benefits the whole.

Pursuit of Mastery

Dwarves do not merely labour, they seek to master, refine, and innovate. Craftsmanship is their art, their legacy, and their honour. Even the humblest professions are pursued with relentless dedication; a baker’s bread is not just food but a tribute to ancestors and a mark of ever-evolving skill. Whether shaping steel, carving stone, or writing merchant contracts, Dwarves drive to push the boundaries. This ethos runs deep and even Dwarves who leave their homeland for the surface will often feel the same way even when they’re surrounded by non-Dwarves in the community.

Views on Other Races

Ajaunti: “The Ajaunti are clever and adaptable, I’ll give them that, but their wandering ways are a strange contrast to our deep roots in the stone.”

Avians: “The Avians value crafting which we respect, but they focus on the small and delicate like an Elf.”

Dark Elves: “The Dark Elves are as trustworthy as a cracked bridge over a bottomless chasm.”

Draconians: “Their draconic heritage commands respect.”

Einher: “The Einher are bold, their warrior spirit earning Dwarven admiration, though their chaotic nature stands at odds with our disciplined ways.”

Fae: “The Fae are whimsical and unpredictable, their magic and mischief making them as dangerous.”

Gargylen: “Gargylen are stoic, their enduring strength and stone-like resilience are admirable.”

Goblins: “Goblins are vile and treacherous, their ceaseless raids making them the ancient bane of our people, hated and fought through countless generations for their cowardly tactics and bloodlust.”

Gnomes: “Gnomes are clever and inventive, their knack for tinkering earning admiration from us, though their constant pursuit of novelty is too frivolous.”

Grey Elves: “The Grey Elves are ancient mentors to us and our bond is deep.”

High Elves: “High Elves are refined and skilled, but their arrogance often tests Dwarven patience.”

Humans: “Humans are ambitious and quick to adapt however their short lives and unpredictable ways make them seem reckless to us Dwarves, who value patience and stability.”

Ice Elves: “Ice Elves are cruel but we rarely come in contact with them.”

Ogres: “Ogres are brutish, driven by greed and cruelty, and to Dwarves they are little more than lumbering threats that crush and consume without honour or purpose.”

Orcs: “Orcs are savage and relentless, their endless thirst for conquest making them brutal enemies who embody destruction and chaos, standing in complete opposition to all that Dwarves hold dear.”

Savar’Aving: “Savar’Aving are a proud people; their resilience deserves respect.”

Wild Elves: “Wild Elves are untamed and elusive, their primal ways causing us to question their motivations at all times.”

Wolven: “Wolven are fierce and disciplined. We rarely have contact with them, but suspect we’d get along.”