The Underrealm of Azbar
ᚨᛉᛒᚨᚱ

"Only a Glassaxe could find themselves surrounded by an endless sea of damnable sand and think unto themselves 'how might this increase my coffers?'"
Synopsis
Seat of Power: Lorundar, Desert of Aranthas
Part of: Underkingdom of Khazgarim
People Name: Glassaxes/Glassaxe (Zaraki/Zarak)
Adjective: Azbaric (An Azbaric axe)
Religion: Vae Kinkharum
Language: Dwarvish
Introduction
Of all of the greedy Dwünīr, none could be claimed to be so filled with hearts of avarice as those of the Glassaxes, denizens of the Underrealm of Azbar. Willing to depart to the middle of the dire Aranthas desert on the rumors of an old tale of fortune, this culture of dwarves found themselves not in a land of abundance, but of strife, struggle, and dehydration. With centuries of struggle did the first settlements of Glassaxes begin to take form, though it was not until the Third Era that they became a full civilization, graduating from an expeditionary group into a city. Originally founded by a group of dwarves with all assortments of crafts and guises as was necessary of a new expedition, the Zaraki crafted their own identity when Redwin of Smelted Sun created the Solar Smeltery, which utilized glass lenses to heat and refine the searing sand that was in unholy abundance around them. This glass was produced into a unique material that was stronger than any glass before, enabling the iron-starved lands of Azbar to finally prosper, earning the dwarves' names. Now, after capitalizing on their foothold, these opportunistic dwarves set out as trade barons of both goods and water, and revel in their riches where no sensible man would dare to set out for.
Physiology

As all dwarves of the Underkingdom do, those with the appropriate appearances and physical characteristics are dispersed throughout the nation to take up occupation according to their phenotype. For the average Glassaxe, they are shorter and smaller than the average dwarf, with their heights averaging typically from 4'3'' to 4'5'', and weights from 180 to 200 pounds. They are almost always redheads of various hues, with eyes of green as well as the typical colors of browns and tans common for all dwarves. Notably, they bear skin tones far darker than their kin, being a more of a dark brown, deep tanned desert-baked color. They grow great facial hair just like their other kin, even in the sweltering heat, though there is a prevalence of braids in rows to condense as much of the thick hair as possible. Mohawks are also common.
Fashion

The colors of green and yellow are primary in Glassaxe fashion, with blue and red being secondary, or browns and tans and oranges, which can swap place with blue and red as tertiary colors. Their beards are varied in style, but a single thick braid is prevalent, keeping their insulating hair bundled up so as to not bake the dwarf from their majestic beard.
As for the physical clothes themselves, a majority of the denizens of the Underrealm of Azbar are shirtless, or wear minimal clothing due to the heat. This applies mainly inside their cities which are shaded from the sun, as when they travel out beyond their sandstone homes, they often wear breezy layers to keep out not the sun but rather the sand, as these dwarves do not get sunburn like most desert citizens. At night, when the temperatures of the desert plummet, a Glassaxe will be insulated with an inner layer under their loose clothing which provides protection from the cold. They are fond of cashmere, but specifically that from goats in the Bridge Delmar and nowhere else, as anywhere else is too thick and sweaty of a wool for the hot environment.
Atop their heads are often seen hats of various styles and dimensions, with common ones being wide-brimmed hats to prevent any sight of the sun. Those with mohawks cut out holes for their hair to stand tall. Turbans are also a staple, as well as any fashionable accessory which will minimize the sight of the sun as much as possible. A common sight is the donning of veils for both males and females when on the dunes, mixed with tinted glasses or goggles; otherwise, acute sun sickness will onset, with dwarves throwing up profusely due to lack of acclimation. Most dwarves of the Underkingdom choose to wear thick boots regularly but denizens of the Underrelam of Azbar trend towards sandals inside their cities, due to the excess of sand.
Values, Attitudes, Taboos, Morals, and Beliefs

More stubborn than the average dwarf, and far more crass, Glassaxes are always thinking of the next deal or way to earn coin. This has given them the reputation of being greedy schemers who are willing to exploit anything to their advantage. This reputation happens to be entirely true. At their core, Glassaxes are opportunistic traders who have a unique moral compass. If something bad happens to someone, such as getting the poor end of a deal, or being stolen from, a Glassaxe will view it as the aggrieved parties fault; after all, they allowed it to happen! This creates a culture of dwarves who try to pull one over on each other with no malice in their hearts in their dealings. Not all Glassaxes are as okay with this cultural practice as others, and this has been a point of contention for many decades.
Denizens from the Realm of Azbar are often sly of tongue, very good in deals and conversations. "It is not might, but money that makes right" says the Greybeards. Anything can be achieved, for the right price.
As with all dwarves, there is profuse respect placed upon honor within the sandstone halls of the Glassaxes. Though they may create many loops and hurdles for them to jump through, at the core of each dealing with both others and their own kin is a deep honor to their word and their dealings. If a Glassaxe merchant is ever found to be blatantly lying about their wares, rather than stretching the truth, they may never see another coin in their purses for the remainder of their long lives, as their fellow kin will shun them of business.
Honor has a different lens for Glasshands. Honor is something that is earned, and can be taken away. There is more a focus on respect for one another based on their skill, and respecting the shrewdness of a fellow merchant, than that of lineage and political friends and influence. This is in direct opposition with the other Underrealms, as they put a precedent on listening to those who are older than thou.
Glassaxes are greedy. Terribly so; in fact, other cultures in the past have labelled them as classic culprits of theft. However, as in all things, dwarves from the sandy dunes of Aranthas bear deep honor in their stony hearts, and do not put greed above all. A Glassaxe will not simply maim and plunder and steal as they see fit, but will often choose more covert and subtle methods of capital acquisition, if such is their goal (and it most often is.) There is no honor in slaughtering a caravan, but great is the honor upon the head of a dwarf who can be handed over their good willingly without coersion.
Teachings in regards to their dwarven greed are set as a premier focus in the lands of Azbar, as avarice is a popular point of contention for non-dwarven traders. A proverb and annotations has been popularized for those who doubt their good natures when dealing with others;
To be greedy, is to worship.
Greed is not a malign force, nor a poor moral state as taught by some. Your greed is a tool, a guide. Let it lead you to prosperity, let it inspire you to do greater. A soul that learns how to utilize greed for the betterment of first itself, then its kin, Guild and finally its kingdom will become unshakeable.
Work & Trade

To a Glassaxe, work and trade are synonymous with morals and their values, and as such the lines between the two sections of their lives are blurred.
The premier occupations of the Realm of Azbar is plenty. Dwarves who are: Ceramists, stonecutters, glassblowers, glasssmiths, pirates, Freelancers/Debtors, thieves, traders, or other desert-specific jobs, tend to come from the cities of the Glassaxes. Most prominent of all these occupations are the Glassblowers, Glasssmiths and the Debtors. Glassblowers hailing from Azbar create the greatest crystalline creations the lands have ever seen. Glassmiths create specialty glass known as Crysteel forged in their Solar Forges. These redirect light from the surface throughout the entire city to travel by means of great mirrors to focus in one point to smelt ores.
Debtors are those who take on more direct means of earnings, picking up their weapon of choice and abandoning home to trek out onto the world for contracts such as grudge settling, monster slaying, or mercenary work. Minorly, there exists a few Debtors that fashion themselves pirates who have capitalized on the Salt Flats near the Culiacáni settlements.
In all of these lines of work, the Glassaxes are heavy on guilds: many of the best guilds are stationed at Lorundar, but naturally most guild headquarters are in Khazgarim. Of the numerous large industrial machinations that are notably dwarven, most are constructed in or from the Underrealm of Azbar. While the Ironfist engineers specialize in great fortifications, siege engines and crafts, those who hail from the Aranthas Desert specialize in clockwork contraptions. In the Aranthas Desert itself, great clockwork machines pump water deep from aquifers to make artificial oasis or to feed the Oasis Tapirs, as well as provide water for the Water Barons. Unbelievable aqueduct systems made efficiently and beautifully with architectural skill unmatched span portions of the desert, with life-altering resources passing overhead the desperate and dying. Such is the way of Aranthas.

Of the resources available, copper and small gemstones abound, with Crysteel being the most valuable. Small amounts of Kronril, though not much, are seen, and Jadis is imported from far lands. Water is so valuable that it’s essentially the common currency. This is emphasized with the Water Barons, a faction that essentially acts as the national reserve, holding the monopoly on water. Ice is a symbol of ultimate luxury, as it shows that you not only have water, but the means to freeze it. Decadent palaces have large ice sculptures rather than statues of metal or stone, kept frozen by runeforging or dwarven ingenuity. Nobles have jewelry of crystal glass, with pockets of water stored inside to let people know that they aren’t afraid to lock away their water forever. The wealthiest have have massive gardens of water-hungry plants.
Just like their Interior brethren the Ironfists and Rimebeards, the Glassaxes focus their entire lives on one trade or expertise; this just so happens to be the very broad umbrella of trade itself. Whether a sand miner or a water baron, a glasssmith or a far-reaching trader and guild owner, a Glassaxe will allow opportunities to arise for them to earn coin from their daily work. Their lust for opportunity fosters elaborate webs of convoluted contracts and trade agreements and deals and networkings.
While the average Glassaxe tends to be on the wealthier side of the world, they uniquely are not afraid to get their hands dusty, often delegating work away not from labor but from administrative and guild affairs, such that they may do the work themselves. This is of course not true of all Glassaxes, and a trend runs through generations of these dwarves of that of older dwarves preferring to do more dirty work themselves in contrast to the more administrative-desiring younger Dwünīr. In either regard however, time is money, and the canyon cities did not form through every dwarf putting their hands into the proverbial pot. Both young and old Glassaxes are more than willing to allow those with more skills than they to do better jobs.
With all of their wealth, Glassaxes are not ones to be found charitable. Often their gold and jewels will be coated in dust, where they do nothing with them other than marvel at their work. Investments are only based on what they get in return, otherwise they wouldn’t make a profit, which would lead to displeasing Kraltala their Ancestor God of Trade and Avarice himself. Their unparalleled knowledge of goods and market prices means they can either honestly assess value or exploit the unsuspecting. Glassaxes thrive on the strategic game of mercantile wit, believing that if you're outsmarted in a deal, it's your own fault. They make no apologies for leveraging their mercantile expertise and excel in negotiation with their silver tongues.
The core principle of a Glassaxe lies in their unwavering commitment to contracts, though they may cleverly interpret their terms. Altering a Glassaxe's contract is a severe affront to their integrity and merchant acumen. To a Glassaxe, failing to honor an incomplete deal is incomparably grievous, and they won't let the other party escape unpunished. Instead, they'll pay handsomely to have someone else rectify the situation, force their descendants to foot the bill, or various other crafty methods. Through this honoring of the contract, a Glassaxe is satiated of their desire for honor. There is no greater dishonor, than to disrespect a Contract.
Glassaxes take any affront to their business practices or reputation as a grave insult. Accusations of unfair dealings prompt them to seek justice through formal channels, even hiring enforcers if necessary. However, personal insults receive a far more mild response.
In their trade persona, Glassaxes act the part, often adopting merchant titles for easy recognition. Their relationships are typically superficial and business-focused, stemming from their inherent distrust for surface dwellers. While they may be jovial or reserved in social settings, it depends on their view of the business at hand.
Glassaxes aren't averse to unconventional tactics, with female Glassaxes sometimes using charm to secure advantageous deals. Embracing their greed, they understand that accumulating wealth is key to enjoying life's pleasures. Looking the part is paramount when trading; their most lavish attire, preferably adorned with resplendant glass, rich greens and reds, gold threads and jadis, showcases their prosperity. Young Glassaxes start honing their haggling skills early, aiming for the esteemed path of Kraltala and boundless riches.
Religion

Majorly:
Ovaz- God of Stone, Mountains and Civilization.
Kraltala - God of Meddling, Mischief, Trade and Avarice
Minorly:
Duerdin - God of battle and combat
Frimdun - God of work and art
In their shady dealings and fierce fightings, a Glassaxe does not neglect their religious faiths, for were it not for their Ancestors, they would not be able to prosper as they currently do. All aspects of a good Glassaxe are permeated by their faith to these gods. Above all, they deign to worship Kraltala, their god of Trade as well as Greed. Some religious sects claim that Kraltala is actually 2 gods, one of trade and one of greed, but the faith of Azbar officially recognizes only Kraltala. Priests of the Vae Kinkharum, the official dwarven religion of the Underkingdom, sometimes claim that the Azbar dwarves are deviating from the faith due to their lack of worship of all of the Ancestor gods, but these accusations are often sent to the Rimebeard settlements to debate on the verity of this matter. They are still arguing.
Some teachings of Glassaxe faith are as follows:
The truly blessed are those whose enterprise and zeal brings both wealth and good luck. Work hard, be clever, seek the best bargain and the Covetous Ancestor will shower you with gold. Treat others with respect, but shirk not your responsibility to try and strike a better deal for you and from them.
To create or acquire something of such value that it incites covetousness in another, is true honor.
In the sands, coin will not save your life, but your wit, and your skill with an axe.
Agriculture & Cuisine

Though they live in a wasteland of sand, the Dwarves of Azbar know how to turn even endless expanse into unique meals and ales.
Imported from Culiacán is Ayahuasca ale, a highly psychoactive drink which puts out even the most hardy of dwarves. For themselves, Glassaxes are experts in makings alcohols from fermenting cacti. Cactus beer is a staple invented in a settlement of the Glassaxes. This is often called Duneshine. A popular export is Spiked Punch, a cocktail with cacti trimmings left in the brew, popular amongst human nobles. Tiswin is also popular.
Farmland is often terraced, set deep within canyons in the desert to preserve water. These can grow barley, millet and other drought resistant vegetables. Cactus stews and deserts, date palms, spices, grilled meats like sand foxes, lizards, desert fowl, and flatbreads are all common amongst these lands.
Various animals are popular amongst these desert dwarves, but a special admiration for falcons is common, with an old proverb being "An eye as sharp as a falcon" for making good deals. Glassaxe Debtors are fond of hunting Shamaks, for their skillful requirements of success required to bring in a great trophy.
Architecture & Locale

Following the tradition of square symbolism of the Underkingdom, great sandstone temples are carved out of the foundation of the desert, as well as great canyons digging deep into the dunes to create canyon settlements. Great care is taken to sieve and shift sand such that either the entrance to their grand gates are obscured with sandfalls, or that the entire gate can be covered in sand but no grains fall upon the entrance such as to not track irritating sand grains within. The masonry required for their sedimentary stones has fostered advanced techniques only seen in their sandy halls, with some calling Glassaxe Holds tombs or temples.
The Underrealm of Azbar is located in the Aranthas Desert, the most fierce desert in the lands of Volantis. The dwarves prefer warmer locales because of this, but do not enjoy the sun like all other dwarves. Canyons, cenotes or volcanos are favorites, of which they can dig deep underground to locate aquifiers beneath the sandstone and shale and clay.
Government & Social Hierarchy

Subservient to the authority of the Underking, these opportunistic dwarves have often been cause of strife for the Underkingdom due to their propensity to get in trouble with both outsiders and other dwarves. Even so, the social and governmental dynamic amongst Glassaxes is very authoritarian and rigid. Their seat of power is Azbar, seated deep within the Aranthas Desert.
In line with the mercantile culture fostered by the Glassaxes, guilds and political offices have monetary requirements for ascension to Elderhood, or other important statuses. This often comes in the form of an appraisal of the prospect's hoard of valuables, and the Guildmaster or Official would appraise the fiscal nature. If deemed valuable enough, the Guildmaster or Official will publicly announce the dwarf's inherent value and promote him accordingly.
Those of higher statuses in the cities are so by monetary prowess, and the Beardlings or other younger dwarves default to listening to their words. Elders are decided upon NOT by how rich they are, but for how long they stay rich and their mercantile skill. Any lucky lad can come across good fortune, but only a Glassaxe elder knows how to retain such fortune.
The Underrealm's Lord doesn't have to be rich but he often is. Sometimes dwarven guildmasters don't wish to flaunt their wealth; dwarves are greedy, not always prideful.
Weapons & Military

Most Glassaxe combat prowess is small scale. Most traders carry with them a weapon, but they are not as martial as the Ironfists. They are excellent at defending caravans and trade; terrible at fighting wars, often referred to as small-scale combat professionals. Chariots are often employed across the desert, driven by great burrowing worms, with riders raining glass arrows that burst shallow into the skin and are nearly impossible to remove.
As for weapons preferred by the desert dwelling dwarves, most of them employ axes of Crysteel if they can afford a set, with a preference of 2 seen within Slayers. Those who cannot afford the more expensive set of axes will settle with Jadis as the metal, but any other metals such as copper or iron are seen with disdain, and reserved for necessity. Steel is seen as an exorbitant waste, in an otherwise materialistic culture, and is avoided.
As for armor during war, Glassaxes will often choose to exempt heavy plate from their armaments. Preferring to be clad in leathers and cloths and light furs, a Glassaxe will prefer to eliminate their foes in a flurry of transparent blades rather than slowly wearing them down. If the situation demands heavy armor, a dwarf will take up a polearm of preference.
Music & Art

One of the most known examples of Glassaxe artistry is their Drone Songs, tunes that last upwards of hours that they only sing while on the long roads of a trade route. (sorta like mongolian throat singing.)
Further art includes sandstone sculptures, as well as ice sculptures for the exhorbantly rich. Mosaics forged of Crysteel adorn places of significance such as temples and guild halls. sintered ceramics of various clays and silicates painted to recount various stories of ancestors also are featured prominently in Glassaxe halls.
Crysteel forging itself can be considered an art, and the glassblowers of Azbar would not have it forgotten how much talent is needed to create their masterpieces of beautiful weapons.
Music of the denizens of Azbar include heavy features of drum and other percussive instruments like tambourines, echoing the rythms of desert life. accompaniment includes stringed instruments such as the oud and lute, and winds such as the flute or pipe organs carved out of sandstone and breathed into by the natural desert winds.
Magick

While they may employ others who practice magick, a Glassaxe would themselves never choose to learn magicks outside of Runeforging and Golemancy, unless such was an impassible opportunity of course. They are amicable with the use of Thaumcraft like other dwarves, but still adhere to the Rimebeard precedent of inlaying the Rune of Mind upon their skin for the particularly zealous, to prevent the use of magicks, lest they turn to stone. Of particular note, practitioners of Druidism are often subject to the greatest ire, to the point where a common phrase when the subject is raised amongst Glassaxe Debtors is "A GOOD DRUID IS A DEAD DRUID."
The Azbaric dwarves enjoy using their glass lenses for telescopes to watch the clear desert skies, but think that the elves are looking into it too deeply when they make magick out of it. Some might say the Azbar born don't care about the stars enough, not respecting them for what they are.
Others
"All non-dwarves are to be exploited. Any act of kindness or gracious behaviors is to leave open the opportunity for business in the future."
Dwarves: Fellow dwarves are to be tested of their mettle, and encouraged to embrace their greed. Must respect and honor is placed on the Ironfists, for it was they who saved the Dwarves of Azbar from the Desert Menace that was the Renegade Mer and the obvious meddling of the Unitary Solarate. Further emphasis is for the dwarves in the deep Austral Wastes, as it was their concerted effort with the overall Underkingdom to erect the great Runed Wall to keep out any more meddling trouble from the nascent Glassaxes.
Elves: An elf is only good for manipulating and conning into spilling their purse or their blood, of which the order is inconsequential. Little is cared for the Moon and Star elves, but the Sun Elves in particular are arch nemesis to a dwarf of the Glassaxe peoples. Being in close proximity to each other has caused the Book of Grudges to be filled with many elven slights.
Humans: Humans are the perfect beings to exploit, being relatively new to the world and unwise to the guiles of a Glassaxe. The love for trees by the Gales leaves a bitter taste in the mouths of these dwarves. Imperials are to be watched with caution, having once been at a great war with the dwarves, but now cautious allies, but have directly opposing religious beliefs. Joaguns and Volks are respected, the Ōkamis well-received for their mercantile ways, and the Culiacáni even liked for their aid in the past with trade.
Conclave - Mer: Annoying grievances abound when Conclave are involved, and are the largest issue to trade with the Interior. Greatest of all however is the reminder of the near eradication of the Underrealm of Azbar at Mer hands. Most of this blame gets thrown onto the Sun Elves however, and surprising to all, the Glassaxes do not outright despise Mer, rather pitying them for being manipulated by wicked Elven hands.
Conclave - Ophidian: Not much is known about these beings, other than they being wise to the average tricks of a Glassaxe trader. Caution is advised.
Naming Conventions
Same forenames as the rest of the Underkingdom.
Surname Examples: of Sifted/Shifted Back, of Crazed Axe, of Gilded Chariot, of Sandy Beard, of Prickled/Spiked Brow, of Dusty Hammer, of Glazed Glass, of Stained Hand, of Forged Sun.
Important Figures
Redwin of Smelted Sun: Discovered the refinement of Crysteel, ending the century-long suffering and trials the Glassaxes endured without iron-like metal.
Bwunfur The Trade King: Glassaxe ruler who capitalized on their location being surrounded by a sea of sand, by means of glass production.
Zakhash of Weary Brow: A noble Debtor who repaid their debt in death during a great tenure of service during the harsh beginnings of Azbar before Crysteel had been invented. Some claim Zakhash to be the true founder of Azbar rather than the fabled alternative whispered.
Duruzu of Parched Tongue: Water Baron whom none could ignore when desiring water. His power over the waters of the entire desert lead to his coffers (and his ego) inflating. Caught by the Empire of Man and forced to wander the desert until he died of dehydration.
Legends & Myths

Founder's Myth: Longbeards mutter through their beards of an old story holding the identity of the one who's opportunistic claims landed their kin in the middle of an inhospitable desert; a dwarf who's name has been eroded to simply "Of Gilded Flame." Greybeards claim this to be a cautionary tale of how one's passion can burn those around oneself, rather than literal truth. Others claim it was Kraltala himself who managed to avoid death during the Umbral Binding, leaving on a mission from Mahal himself to found Azbar. Either way, the direction to settle on the Aranthas Desert is believed to be done so as the location furthest from any tree.
Axe of the Sands: A Crysteel Axe of incomparable quality, claimed to be able to control sandstorms and protect their settlements from desert storms. Location unknown. Instrumental in the insurrection against the Conclave, with many a Mer's head freed from body upon crystal edge.
Battle of the Glassy Gorge: A fight with a desert dragon that glassed an entire canyon. Victory was achieved by cunning use of the blinding sands as a lure of false gold for the greedy dragon. Can still be found to this day.
The Sandship: Tales circulate of a colossal pirate vessel far larger than the current sand schooners seen today. This ship is buried deep beneath the dunes, though no one knows where. ancient treasures of a time long before is said to be held within, if you only know where to look. Hûzvok scholars claim the ship to be far more advanced than any known vessel...
The Great Rune Wall: In the dire times of the annals of Azbar's founding, and when the Mer Menace spurred on by the conniving Sun Elves, the totality of dwarven might banded together to create a miracle to save their kin. Stacking stone brought by great beetles of burden, a wall was built between the capital Lorundar, and the rest of the Aranthas Desert. Laden with enchanted runeforged magicks, the wall still partially stands today, protecting the Glassaxes just as it had once before, though the Chaos Incursions have leveled much of the wall.
Festivals & Holidays
Water Rights Day
During the Dominion of Soluary
A water festival where everyone gets more water, allocating it equally amongst all, fairness and equitable access for at least one day. It is on this day that great ice sculptures are brought to light, some of the finest and most valuable items in the lands of Aranthas, and some are ritually melted to provide water for all.
Ambition's Avarice
During the Dominion of Stormharrow
New goals and milestones and ambitions are declared amongst kin at the start of the dwarven year, in order to prove their determination. Oaths are renewed and redeclared, strengthening one's resolve to complete tasks at hand in the coming year.
The Great Smeltery Lighting
During the Dominion of Luminary
If the settlement has a Solar Smeltery, it is safely redirected of it's laser into the city through a series of reflective lenses, hitting chromatic stained crysteel and displaying a lightshow for all to see.
Golden Sand's Fair
During the Dominion of Somerset
A fantastical world fair where all are invited to the economic and trade event to exchange goods, strike deals, and display feats of craftdwarfship in a time of wealth and prosperity. Untold goods and services are offered in this convening, such that many attendees will accrue wealth over the years so that they may purchase wonders of their wildest dreams in the dunes.
Burial
A coin is put on their tongue, and they are drenched in water, a summation of their value in life, with a large portion of their wealth being entombed with them, as they die like they lived. They are then put into a tomb of ice if they were very famous and rich, with ice being the ultimate form of richness and excess.
History

Synopsis: The sandstone halls of Azbar were Founded in the Empire of Man's 3rd Era, Age of Legend. Struggles, wars, dire lack of resources, notably water and iron, near destruction by the hands of the elements and Conclave and Sun Elves due to lack of iron ore and more nearly wrote this expansion expedition a grim fate. The Glassaxes barely persisted in these harsh lands, only by being conquered into subservience by the Conclave and required to pay tribute.
The Conclave pushed into the desert, and since the Glassaxes were just starting out their civilization, they were an easy match, and subjugated. A distress message sent out to the Rimebeards and Ironfists. No return message was to be had.
Decades of subservience, with the secret discovery and development of Crysteel refinement birthing a revolt. This is quelled by the might of the Conclave, but upon near defeat of the Glassaxes, their brethren from far off lands arrive to save the day and reclaim the lands. With the full might of the dwarven throng, the Azbar dwarves purchase a new lease on life, a great debt striken upon the page of history towards their kin.
In the Age of Destiny do the Azbar holds slowly gain their footing, eventually growing into a mercantile power. Centuries later do the Ironfists call upon their distant kin to rally upon the banner of the Underempire for various reasons, including war with the Empire, Conclave and the Deep Beast.

Last edited: 4 months ago
