Mountain Kingdoms of the Dwarves

Sealed behind stone and oath, the Mountain Kingdoms of the Dwarves endure as they always have—patient, implacable, and unmoved by the passing ages of lesser folk.


Overview


Geography

The Mountain Kingdoms stretch beneath the great northern ranges, where peaks give way to deep halls and hidden roads older than recorded history.

  • Terrain: High mountains, deep caverns, subterranean cities

  • Climate: Harsh alpine conditions above; stable and temperate below

  • Seas: None

  • Borders:

    • South: The Middlelands

    • North: Uncharted high peaks

    • East & West: Impassable mountain chains

Notable Regions & Landmarks


History

The dwarves were masters of the mountains long before the rise of human kingdoms.

  • Enslaved under elven dominion during the age of the Great Elven Kingdom

  • Forced to mine and build for their masters

  • Claimed the deep halls during The Uprising—but did not fight for it

  • After witnessing the failures of men, sealed their borders entirely

To the dwarves, the surface world is an experiment that continues to fail.


Major Holds

  • Khaz-Durn – Capital-hold and seat of the High Moot

  • Stonehelm – Military hold guarding the southern approaches

  • Forgefall – Industrial heart of dwarven craft

  • Deepvault – Archive-hold containing ancestral records

Most holds are inaccessible without formal invitation.


Factions & Organizations

Every decision is recorded. Nothing is forgotten.


Culture & Customs

Dwarven culture values craft, memory, and restraint above all else.

  • Values: Endurance, obligation, precision

  • Food: Stone-bread, root stews, strong ales

  • Social Structure:

    • Clan-based, merit-driven

    • Elders command respect through memory, not age alone

  • Traditions:

    • Oaths sworn before stone and fire

    • Names of the dead carved, never spoken lightly

  • Taboos:

    • Breaking an oath

    • Rushing a decision

    • Disrespecting the forge

Time is measured in generations, not years.


Relations with the Surface

  • Valin: Trade tolerated, trust withheld

  • Heterland: Respected for endurance

  • Iron Union of Arkon: Quiet admiration

  • Infernal Empire: Watched carefully, prepared for

  • Elves: Mentioned rarely—and never fondly

Dwarven goods reach the surface through tightly controlled trade routes.


Notes for Players

The Mountain Kingdoms are closed, patient, and immensely powerful.

Outsiders are rare—and remembered.

Dwarven steel is unmatched, but never cheap.

Earn a dwarf’s respect once, and it lasts a lifetime.