The Underrealm of Hûzvok
ᚺÛᛉᚢᛟᚲ
"The Rime never forgets."
Synopsis
Seat of Power: Hûzvakash, Austral Wastes
Part of: Underkingdom of Khazgarim
People Name: Rimebeards/Rimebeard (Iskbaroar/Iskbar)
Adjective: Hûzvoki (A Hûzvoki axe)
Religion: Vae Kinkharum
Language: Dwarvish
Introduction
A hold consisting of prude, ornery elder dwarves is not exactly the ideal depiction of a society, but the Rimebeards manage to cooperate just enough by tolerating each other marginally for their holds and Great Hold of Hûzvakash to function rather well. The denizens of Hûzvakash are the upper echelon of Dwarven society, and hold council on the workings of Guild standards, national workings and Hold affairs. The more tempered souls that reside within the deep hold gravitate towards specialized work, especially ornamental professions such as precious metal working, gemcrafting, artificery and runecraft. This has led to a further perpetuation of the “older, richer, and fatter” remarks made from the surrounding holds. Oftentimes the Dwarves of Hûzvok are not born in the hold, but rather immigrated when they had reached the age of Longbeard, to further sharpen their mind, or to enjoy the slower life and abundant food. While there is abundant good for the hold, the most strife occurs within the stone walls of Hûzvakash, from ignorance of outsider opinions to other hold’s councils (as well as amongst their own council). This contributes to a preference for isolationism within the most stagnant hold of the Dwarves.
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. Those who identy as Rimebeards tend to be large, for dwarves. Averaging at 4'7'' to 4'10'' and tending to weigh in around 220-250 pounds, Dwünīr from the Austral Wastes are larger than their Interior kin. These chilly dwarves feature icy eyes of blues and greys, as well as white and black hair. Their skin is pale white, nearing albino, though some pink pushes through the skin of those who are blessed with the gift of warmth. Bushy beards are a typical trend rather than the common braided style, in order to conserve heat.
Fashion

Rimebeard attire constitutes thick layers to combat the chilling nature of their frozen landscape. Pelts, skins and furs are frequently worn, treated masterfully to withstand both heat and cold without rotting. The attire of the Hûzvok is always lavish, as suited to their status as elder. They bear many jeweled medals and crests of ancient lineage and brave feats. Their clothes are akin to the jewels and minerals they crafted, shining bright in the shimmering of their home. Common colors include a primary black, with blues and whites incorporated as secondary hues, as well as browns. It is not uncommon to see a dwarf with gilded rings on every finger, and precious stones held into their beards; each garment the finest silk, each gold ring the purest beneath the world. Their beards grow long, reaching well past their knees in their age and wisdom. They are often unbraided yet neatly combed, extending its great length after centuries of growth. Their beards are never soiled nor trampled, and each set with gold and gems as they spread wide across their chests.
Rimebeards also have a tendency to use their bodies as a book, inscribing tattoos recounting great deeds of either themselves or their ancestors, or simply praise of the Ancestor Gods upon their skin, usually in light blue hues. Frequent use of the Emperium alloy Freezeflame is seen in Rimebeard fashion, with the frozen metal caoted in ice upon its surface, incorporating a frozen appearance to their fashion without the mess of melting ice. They often wear pelts on their heads, with the legendary leaders or rulers having full pelts of great beasts adorned with gemstones in their eyes. They may or may not wear kilts.
Values, Attitudes, Taboos, Morals, and Beliefs

To be a Rimebeard is to be one full of perseverance. Steadfast of both body and mind, these residents of the frozen wastes must overcome great adversity to make it in their homelands. Even in the isolated frozen peaks, they make it a priority to enjoy community and family. A common saying is so: "If our Ancestors could live here, so can we." Beyond this, they trend on being reclusive, as they don't particularly travel much.
Rimebeards are fiercely independent. While their struggles in the snow and ice have fostered impressive solidarity with their kin, a Rimebeard may deign to depart without much warning, taking on the role of a Ranger and trekking far out onto the ice. They bear no ill thoughts towards being alone, and are nearly immune to being lonely. The desire to be self-reliant and sufficient is essential to survival in the Austral Wastes.
Where the Ironfists are blunt and forceful and the Glassaxes are sly and deceptive, Rimebeards are honest and stalwart. To a Rimebeard, a honorable life is one crowned with truth and honesty. They crave learning and getting to the bottom of things, and are very inquisitive. This pairs well with their reclusive scholarly lifestyles, as they pursue their various craftworks and scholarly investigations. This does not pair well with their relations with others, as their blunt natures do not bode well in other cultures. However, nothing is more grievous to a Rimebeard than to be called a Liar. Such is an expedite method to entering unto the personal grudge catalog of a dwarf, and likely all of their kin. On the other side of things, a Rimebeards consider his closet people to be those who tell him the most truth; a high expense in these times.
While Rimebeards adhere to the status titles that their distant kin utilize such as Beardling and Longbeard, the Dwarves of The Underrealm of Hûzvok only allow dwarves to advance to the status of Longbeard if they pass a set of trials (listed at the bottom in Festivals & Holidays). Once one has became a Longbeard, they may wear a pelt. To wear a full pelt when one has not earned it is a great taboo, and grounds to be reverted into a Peltless, which is not as dire as being Beardless, but none would wish such a fate upon themselves. To a further degree is respect given to gemstones in the eyes of one's pelts; placing cut gemstones of any kind into the eyes of one's pelt is a symbol of great respect amongst their people due to great deeds, and doing so without earning it will call for the permanent state of being Peltless, with greater offences calling for the shaving of one's beard.
Despite being a majority of elderly dwarves, strength still fills their countenance. However, there exists few wars in the wintery wastes of the Toklo Wastes. Instead, their focus is set on the war of survival against nature. Rimebeards are drawn to combat in this way, often challenging the elements of nature in various forms, such as beast combat, journeys through the eternal winter, or other feats of bravery and honor. These activities are often done in parallel to the stoic and drawn-out political intrigues and legal debates within the stony halls of their holds. A Rimebeard may start their day with meetings of the imports of cactus ale from the Glasshands, and finish it with a family hunt upon the ice.
Work & Trade

Rimebeards love many things, most of all being the pursuit of knowledge and truth. Many Rimebeards take up positions of power within Guilds or government bodies such as Chancellors, Foremen, Operations Forgers, Scholars, Record-Bearers, Scribes, Councilors, Quarrelers, and frequently Kings, Lords and Guildmasters. Dwarven Nobility is often found aplenty in Hûzvoki Holds. Great libraries line the carven walls with tomes holding untold knowledge and dwarves piddling about with even further wisdom. These scholar dwarves have a penchant for debate, and find great joy in it, but would not admit it to anyone, as to an observer at the Grand Council in Hûzvakash, the dwarven Councilors appear to wish for each other's deaths.
Rimebeards also adore the art of excavation and prospecting. Grand quarries of architectural might and industrial scale the likes the world has nary seen elsewhere arise out of frozen mountains bearing greedy dwarves. Stricken by awe are fortunate visitors to the marvelous sight and sound of thousands of dwarves mining in tandem, offering their voices in praise to the Ancestor God Gromzimbul - God of Exploration and Mining. Rimebeards have a penchant for particular gems and ores; Freezeflame Emperium for it's ability to be used in their frigid clime; Coldbalt, an extremely rare mineral that adorns the wargear of many a Rimebeard General; blue and white gemstones, namely Cordierite. Many myths have arisen of dwarves with pale skin having the ability to smell gold under the hills.
Of all the crafts the Hûzvok have excelled in, none have surpassed in their workings of jewelcraft. Such is the pinnacle of their art, though they only value the work they had themselves put into such a gem, not its price in gold. For the dwarves have gold aplenty, never ceasing in their discovery of veins far below the earth. Many hoards of foreign kings have been seen filled with precious jewels of the Lapidaries of Hûzvakash.
Most of the Underrealms employ Engineers to fix and create magical clockwork contraptions, with most creations coming from the lands of Aranthas by their desert Glassaxe kin. However, none can compare to the quality of Rimebeard Automatonic Contraptions. Steeped in knowledge and experience, these Greybeards utilize Freezeflame Emperium to create wondrous machinations that neither freeze nor falter in the coldest of conditions.
As they are independent, the Rimebeards have often taken up the job of Ranger, travelling far out into the eternal winter to discern valuable information or hunt fierce beasts for their kin, sometimes being gone for the better part of a year. These Rangers may or may not have a goal in mind, with most of them simply heeding the call to the frozen nature before them. Oftentimes a Ranger may simply take up the occupation of protecting the Hold from nearby threats such as wildlife or hostile mortals (of which there is sparingly few). If a culture outside of the Austral Wastes has ever interacted with a Rimebeard, it was likely to be a Ranger, far from frozen home.
The great craft of Runeforging is home in the halls of Hûzvakash, but such is a secret even amongst dwarves, and seldom disclosed.
Religion

Majorly:
Ovaz - God of Stone, Mountains and Civilization.
Zirilashok - God of Rune, Shape and Knowledge
Gromzimbul - God of Exploration and Mining
Frimdun - God of Work and Art
Minorly:
Duerdin - God of Battle and Combat
Kurtan - God of Hearth and Home and Feasts and Ale
Of particular note in Rimebeard faith is that the frozen homeland was a challenge set out for them by Frimdun, their god of Work and Art. Furthermore, they set a heavy importance upon sacred runes, magical and mundane. Rimebeards also highly value their work, whether it be keeping libraries, cutting gemstones, slaying frozen beasts or occasionally cutting stone and forging metals. Where the Ironfists view work as a necessity to be done and the Glassaxes view work as a means to earn riches, those of the Underrealm of Hûzvok view work as the end, not the means. Work to them is worship, and through it they praise their Ancestors, who have created unto them astounding inventions; it is the responsibility of the Hûzvok and all dwarves to expand upon this legacy. Zirilashok worship is inscribed all over Rimebeard products and also upon their bodies in the form of tattooed runes. Official debates as well as public readings of knowledge are invoked in the Wizened Seer's name, and sometimes Rimebeards will depart not as Rangers but Seekers who desire knowledge rather than resources or fame.
Just as important as work is revelry. Feasts are in high demand in Rimebeard holds, blessed by Kurtan the Hearthmother. Duerdin is occasionally incited when a Ranger does combat with an artic beast.
Agriculture & Cuisine

In these extreme climates, unique methods are devised to provide food and water for the hungry masses of Rimebeards that refuse to live elsewhere. Methods of producing a greenhouse effect underground have been devised to keep temperatures warm enough to both live in semi comfortably as well as foster plant growth. Cold-resistant crops such as root vegetables as well as grains can manage with some engineering aid. Potatoes, turnips, carrots as well as grain and barley are staple crops for Rimebeards. A good deal of ice fishing and oceanic sea farms are constructed as well, utilizing char and trout. Mosses and lichen are also able to thrive without dwarven intervention and find their ways into various stews and soups, which are a main serving method for the Holds. Smoked and preserved foods are also common. Domesticated relatives of the Cockatrice, known as the Icepick, are used as both beasts of light burden and mounts topside for Rimebeards.
Architecture & Locale

Rimebeards incorporate the typical architectural trends that all Dwarven Underrealms feature, with a unique focus on great and imposing statues of ancestors to record history upon. Tall libraries line the interior of holds, and architectural constructions facilitate the use of the Emperium alloy Freezeflame for it's ductility in freezing environs. Nails, latches and even cups are often made of the material, causing outsiders to believe the buildings of the Underrealm of Hûzvok to be made of ice. Anywhere that it is cold, the Rimebeards are home. Their Great Hold of Hûzvakash is set in the Gimrilaz Angrhaz Mountains, deep within the Austral Wastes. As the sun is less oppressive in their homelands, they are able to frequent the surface, though if the angle is right, they will suddenly acquire acute sun sickness due to the reflection of the sun upon the snow's white surface.
Government & Social Hierarchy

The rule of Hûzvok has traditionally rested in the hands of the hold’s Lord who serves also as the Grand Guildmaster, who merely oversaw the bickering council of guild masters of all crafts the hold housed. The guild council decided many of the matters of the hold, as nearly all matters of the hold were also matters of the guild, and so their government worked in tandem to their very way of life. Considering the close proximity of Khazgarim, the elders did not see it fit to assign a master of war for their realm, as any defence needed assembled immediately could be mustered by the many veterans that resided in Hûzvakash.
Female Rimebeards are of great esteem in the social sphere of Hûzvok Holds, as they are viewed as the embodiment of the Hearthmother's warmth, and heat is always lacking in their native lands. This has led to a prevalence of female leaders in their society, with the Lord of the Underrealm often being female.
Though dwarven culture, and much of dwarven matters as a whole are slow and lethargic, the knowledge in the freezing lands of Toklo are a different story. While it takes a great deal of work to add a book to the grand libraries of Rimebeard holds, it is almost a full day's work to keep up with the latest knowledge that has entered the land. Who is leaving and for what purpose, what goods and resources are being transported, the latest research on magickal phenomenon, insight and reports on beast movements in far-flung lands - it is all important for those Rimebeard who seek to be socially and politically powerful.
Weapons & Military

Though a Rimebeard's chief weapon is their tongue, there are always perils in the frozen wastes of Austral Wastes. To outsider appearances, a hold filled with elderly dwarves in the inhospitable ice and mountain snow would be a surefire way to decimate an entire peoples, but aged dwarves do not lose their prowess in battle. Those that travel far to the lands of their Khazgani kin return battle-hardened and retain such skills while fighting off the elements and beasts of Austral Wastes. Hûzvok dwarves excel in subterranean combat however, where the bite of the chilling winds does not obscure the battlefield. Though they would rather create intricate traps to defeat whatever foe may lay before them, the average Hûzvok dwarf lives up to their Rimebeard name and will face any foe with frozen resolve.
They prefer armaments of Freezeflame, an alloy of Emperium which they make ample use of in their daily lives. Halberds and maces are their weapons of choice, able to bash in frozen ice as well as enemies skulls. Thick armor clads the Rimebeards, with supple furs closing them into a warm bastion against foe and elements.
Music & Art

The dwarves hailing from the Hûzvok mountains were not as burdened with the hardships of war, though they were never wholly free of it. Even in these harsh conditions they found ways to bring warmth to their cold stony abodes. As they are high in the massive mountain range they called their home, precious gems and minerals abound. Much of their artistry incorporates these rare materials. Lapidaries from Rimebeard holds can only be described as absolute masters of their crafts, with many of their grand gemstone creations featuring unique cuts developed exclusively by that Lapidary, or in rare occasions for that single gemstone in the case of noble customers.
Their music is that of great pipes, brass and silver and Freezeflame, towering in their great halls, filling the cavern air with soft melodies. It is said that even when the very stone moves with the music of the Hûzvok organ, its vibrations are felt even if one touches the mountain wall. Many famous mining songs from other cultures originate from classic Rimebeard miner songs. Characteristic of these famous songs are their calls and responses. Used as a means of ensuring all miners were still alive and present, the main voice will jump from dwarf to dwarf or team to team, bouncing through the caverns in a sonorous safety net. Drums fashioned in a unique geometry to facilitate hard strikes are staples in the frozen earth, checking for potential instabilities in the earth, as well as letting all nearby miners know of other team's locations so that they do not cave in one another.
Magick

Unlike the other Dwarven Underrealms, Rimebeards have very harsh beliefs on magick. That is to say, they disdain all of it, and refuse to work with any magick, learn any magick, speak of any magick or cooperate with any magick users, barring Runeforging and Golemancy; some purists even go as far as to not use Alchemy, for it is not made through the reading of Sigils, but instead Notes. All other magick (excluding Thaumcraft) is evil, and no part of it should be tolerated by dwarves, nor should they ally themselves with magick users, nor should they do trade with magick users. After all, it was the Rimebeards who devised the Rune of Stonemind, inlaid into the skin of dwarves to prevent them from using magick, lest they turn to stone. No great slight by those bearing magick has occurred in these dwarves' past, so outside scholars abound in theories as to why they have such stern views. This cold take on magicks has caused many a strife-filled debate with the other Underrealms.
Others
"Similar to their views on magic, the Rimebeards have very harsh views on others in the lands of Volantis, even those they have never interacted with."
Dwarves: A small superiority complex exists when interacting with other dwarves, which can be quelled if the other dwarf has shown their ability to endure harsh times.
Elves: Though they do not view the elves as vilely as their kin, the Rimebeard still find elves to be intolerable. They have not had to interact much with any of the elven peoples other than the occasional Moon Elf or Star Elf during times of research, of which they may allow passage into their lands for exorbitant prices. As usual, all knife ears are to be untrusted.
Humans: Humans have been the greatest amount of interactions with the remove dwarves of the south. One of the friendliest interracial interactions can be found between Hûzvok and Joagundr, who both brave the frigid cold together locally. Nearby is Ōkami, which often does trade with the riches of the south, and the Rimebeards trust them more than most peoples trust them. Not much opinions is held for Volkar or Culiacán, and Galen is frowned upon for their love of trees.
Conclave - Mer: Rimebeards have only seen these creatures during the times they have been called upon by the Underking to fight in wars in far off lands. Most modern Rimebeards have only heard of stories of these creatures, all of which they dislike the sound of.
Conclave - Ophidian: Simply put, these creatures do not survive in cold temperatures, and thus are met with great disdain by the few Rimebeards who have ever seen these scaly folk. In times long lost to history, Mer and the master golemancers of Hûzvok were on far better terms, even sharing their secrets of Golemancy with their past friends. Those days are gone, and many dwarves are filled with disdain when a Drume is in sight.
Naming Conventions
Same forenames as the rest of the Underkingdom.
Surname Examples: of Frosted Beard, of Calved Axe, of Frozen Gully, of Whitened Slope, of Faceted Mind, of Beleaguered Tongue, of Wizened Limestone
Important Figures
Emperor Rhuen of Frosted Beard: Ruler of the Dwünīr Empire in the ages of yore, and led the Dwarven Hosts to the greatest peaks they've seen in their existence. His tenure began as harsh ruling in his earlier years with fierce expansionism, which mellowed out in his later years as a Greybeard. Slain in the battle of Azril'du'Zarak, and is venerated as one of the greatest Ancestor Spirits that are not the Ancestor Gods. Hailed from a small Hold of Hûzvok.
Sir Grimli: A renowned Ranger turned Seeker who could not shake off his old Ranger ways, for the better. Traveled the lands and had interactions with all the other mortals of the realm, and was even knighted by an Ibex King of Culiacán. His exploits are what many young dwarves aspire to achieve in their lifetimes.
Master Runeforger Zaruban of Chilled Hematite: One of the most prolific and powerful Runeforgers in the lands, who's most notable creation was the World Engine, an amalgamation of Rune magic, Alchemy, and Clockwork Contraptions. Many of his works exist as invaluable relics for other cultures, and many claim that during his life he had more sway than the Underking himself.
Queen Elda of Thawed Heart: Once an unfeeling and unyielding war general on the front of many a dwarven Interior war, this Queen returned home after the loss of her beloved shield-sister at the end of a blade of Man. Shaving her beard, Elda returned home to her small Hold and sought to ensure no dwarf in the homeland would ever have to endure the hardships she had in times before. Her faith to the Hearthmother Kurtan led her to quickly becoming a solitary Queen after an assassination venture deposed the Lord; She was never wed to the Underking, but respected to such degree that she was given the title and a new crown for her to continue her great work for the Hûzvoki Dwarves. After her death, no other Queen or King would rule outside of Khazgarim again.
Karl the Bugsbane: A mythical dwarf who little know about, personally, but many revere his mythos. Delved deep into the Hûzvakash Royal Mines in a recent age, never to be heard from again. Miners claim Karl is still down there, appearing to those in need, slaughtering bugs that infest their unclaimed hoards.
Legends & Myths

The Bearzerker: Less a person and more a mythos, the Bearzerker is what happens when a Hûzvok swears to right a wrong done upon them by all costs, similar to how Debtors function in the distant lands of Azbar. A Bearzerker will cover their face with the pelt of a bear upon their back, with their only semblance of who they are peering through holes where the bear's eyes should be. Bearzerkers are some of the finest warriors in the land, and can be rarely seen as elite shock troopers in Khazgani assaults.
Boarback: An alternative myth to the Bearzerkers, Boarbacks are those who have gone entirely rogue of the Underkingdom, serving their own interests, and often dedicating themselves to the powers of Chaos. The original Boarback however, is steeped in lofty myth and esteem by those who despise the current establishment of dwarven leadership, for an assassination of the Grand Council was undertaken by his hand in ages of yore, replacing the entire Underkingdom's leadership overnight.
Spear of the Stillwinds: A Coldbalt spear infused with potent runeforging magicks, found within the carapace of the Deep Beast, slain in part by Commander Borrin of Tempered Tong.
The Emperor's Crown: Of all the objects that symbolize power in the lands of Volantis, none compare to the dwarven emperor's Crown. One of the dwarves' most prized possessions, as it is their greatest tie to their glorious past.
The Worldheart: Viewed very differently depending on what hold the dwarf asked is from, this grand creation provided life to golemantic creations the likes the world has never seen, nor ever since. An amalgamation of unspeakable technology, it is believed it consisted of clockwork contraptions, alchemy and runeforging. Whatever happened to it, no dwarf will say, and no records exist of it's fate, nor the hold it was within...
Festivals & Holidays
Open Mines Day
During the Dominion of Dawnstone
In a shocking twist of fate, the Rimebeard Holds open their mines to the public for one day, allowing any and all to come and profit off of the bounty of Gromzimbul. Though they have to trek to the heart of the Austral Wastes, the coldest lands in Volantis, many parties try to make it to the halls of plenty; not many make it. Those that do enter the halls spend all day setting up their equipment and gear only to mine for a few short hours before either leaving, or being locked in the mines for the next year. The dwarves profit the most out of this however, as they make their returns greatly on haggard travelers having no one but dwarves to purchase goods from. The hasty tactics and methods of foreign miners is also studied and incorporated in refined form for Rimebeard Miners.
Grand Councils
During the Dominion of Prime Seed
In keeping with their worship of the Ancestor god of knowledge Zirilashok, the greybeards of Hûzvok will gather each year and take part in The Great Quarrel, where each dwarf is permitted to state their (likely controversial) opinion and have their opinion refuted. Thus testing one’s wisdom and intellect in front of their peers and so furthering the common knowledge of the hold. These Grand Councils trend towards durations up to a week long; such affairs are said to be astonishingly loud, and very often violent.
Trial of the Beard
A common ritual for beardlings that approach a certain age is the Trial of the Beard.
Thinking themselves clever, the trial has less to do with one's beard, and moreso about the slaying of a bear with nothing but a set of thin cloths and a single weapon, in which victory over the beast shall be judged by Longbeards; if the Beardling survives as well as invokes the name of their gods and skins it themselves, the elders will use the falling blood of the felled beast to paint the runes necessary for denoting the Beardling's coming of age. This is a family-wide celebration, sometimes even the dwarf's Guild will aid in the festivities, coming together in a great feast in honor of their achievement. The conclusion of this event signifies the resilience of both body and mind for the dwarves, which is a creed held close to the frozen hearts of the Rimebeards.
History

Synopsis: The Rimebeard lineage was founded out of survival. During the Empire's Age of Scales, the Dwarven Underkingdom was set upon all sides in their sole mountain range at the core of the Interior. Dragons, Drakes, and Ophidians of all scales and sizes made themselves known to the Dwarven Host, setting fire to entire legions of dwarves while feeble archery munitions plinked off of their steely scales. As their numbers dwindled and the horizon dimmed, the Grand Council devised a plan to sustain their race. They would lead a great expedition into the frozen south, where no dragon would follow. While they would be abandoning the land of their Ancestors, better be it to reclaim them in glorious strength than to die with grudges left in the Book.
And so, with heavy hearts and weighty plate, did an expedition of dwarves set out far south. Unfortunately for the dwarves, they traded one hardship for another, more chilling one. It was an understatement to say the lands before them were chilling to the bone; they sapped the life out of the first expeditionary group. Many would turn back, and many more would be set within frozen tombs on the way to a proper mountain to call home.
Of the hemorrhaged Grand Council, only a few remained, with morale dying nearly as fast as dwarves. One Councilor, in an effort to cheer the throng, reminded them all of their direction; it was not truth to say the host had been sent to these lands simply for survival, for they were on a mission divine. Frimdun, their Ancestor God of Work and Art, had spoken in obscured messages to the Underking's Councilor, pointing them to a specific mountain of red within the snowy white. And so, with purpose renewed and focuses realigned, did they march. When they had reached the core of the Wastes, the sun rose upon a mountain that had been on the horizon for a while, providing a radiance around the outline of a crimson glow; Azgil'or'Hûzvi, Mountain of Frozen Blood.
And to this day, the Grand Council is detached from the Capital, and remains in the Greater Hold of Hûzvakash, in honor of the many fallen who died to establish these lands as their own.
After this founding era, no communication was had between the Dwarven Underrealms for many centuries. It was not until Joagundr, also escaping a cruel fate, found the Rimebeards did the Rimebeards learn of the fate of their kin. Tacit envoys were sent off to greet their kin in the Interior, afraid of what they might say, but they were welcomed with wide arms and large feasts. Of all the Underrealms, the Underrealm of Hûzvok has had the most calm experience.

Last edited: 3 months ago
