The Underrealm of Khazgan
ᚲᚺᚨᛉᚷᚨᚾ
"Forged in Fire."
Synopsis
Seat of Power: Khazgarim, Interior
Part of: Underkingdom of Khazgarim
People Name: Ironfists/Ironfist (Kunrazuli/Kurnazul)
Adjective: Khazgani (A Khazgani axe)
Religion: Vae Kinkharum
Language: Dwarvish
Introduction
The Ironfist Dwarves, denizens of the Underrealm of Khazgan, are the most ancient of their breed, their line stretching all the way to Ovaz the Father. For millennia they have resided in the great mountain halls of Khazgarim, ever expanding within the roots of the world. Through their long ages of toil, they mastered the stone which they inhabited. Keeping to themselves they lifted high halls and tall towers stretching far above the mountain peaks. But of all their crafts, they had perfected the art of war. Forever were they beset by foes on all sides of their kingdom, from the encroaching Empire of Man in the north, to the sneaky and trespassing Moon Elves to the south, and the marauding Mer of the Conclave, each dwarf rested at night with an axe close at hand. Through the trials of war the Khazgan also formed unbreakable bonds with the men residing in the marshes known as the Volks. With hard work and fierce fighting, the dwarves of the great mountains have lasted the long test of time, their ancient blood running true to the present day.
Physiology

Composing the majority of dwarves, Ironfists bear traditional dwarven phenotypes. Black bushy beards with thick roiling muscles and a relatively short stature, these burly creatures are the epitome of a dwarf. Browns and greys are also quite common. Their eyes tend to be browns, reds or light blacks. This also coincides with the Underkingdom tradition of tying one's appearance to occupation and Underrealm of residence. Those who meet the criteria for the appearance of an Ironfist, regardless of where they are born, are expected to be sent to Ironfist lands and take up traditional work there. Their average height is 4'6'' to 4'6'', and average weights sitting at 190 to 225 pounds. Their skin color is that of an average dwarf, ruddy tan, similar to a slightly tanned human complexion, but with more oily and wrinkled skin.
Fashion

The Ironfist Dwarves do not adorn themselves in mighty jewels or precious metals, as such trinkets are saved for offering and sacrifice to their Ancestor Gods, or the usage of payment for goods needed to sustain them. Their garb is not colorless however, as many dwarves bear the colors of their guild or lineage. Reds, orange and greys are the dominant colors seen amongst dwarven fashion, along with browns; their clothes tend to be auite thick. Their clothing remains simple and often merged with the armor they forge, as war is ever near to their thoughts. It is the soldiers of the hold who wear their colors of the stone and earth, blending into their gray streets and walls. Khazgani women often bear the brightest colors, reflecting the light of the heavens in the cold dark stone.
The beards of this folk are often simply braided or knotted, as to not be harmed when combat ensues. If a dwarf is to bear any jewels or gold, it would lie in his beard; of all their style their beard remains their priority. The women of the hold will on occasion wear beards, though it is not uncommon to see them shaven, though their sideburns always remain, as to not appear one of the tall-folk.
Ironfists frequently incorporate Freezeflame Emperium into their metalworking or jewelry, inlaying strips of the valuable metal to symbolize the fire of their ancestors who's lives were burnt in offering to sustain their future. Many wear these glowing red objects of faith as a reminder of their purpose.
Values, Attitudes, Taboos, Morals, and Beliefs

Strong, brave, honorable, family-oriented, short; When one thinks of a dwarf, one's mind pictures an Ironfist. Proud to be the embodiment of classical dwarven culture, these denizens of the deep maintain a culture that has been practiced since it's inception during the Age of Annealing, though some outsiders would claim this as stagnation.
Of all the Underrealms of the dwarves, the Ironfists of Khazgan are the most stern. They live with a strict militaristic lifestyle that priorities not the self but the nation, with most dwarves seeking long work hours or continual military service as their means of self fulfillment. Those with idle hands are viewed as lesser, and disrespecting of the work of the Ancestor Gods.
Due to the extensive amount of combat in these dangerous lands of Volantis the Ironfist Dwarves have seen (as well as initiated), they have a militaristic society which prizes courage and valor in the face of danger. Praised are those who demonstrate exceptional bravery and a willingness to confront adversaries head-on, whether it be an elf, mer or a particularly challenging architectural job. Physical strength is likewise admired, with endurance and resilience being in high volume in the average Ironfist. It is not unheard of for Ironfist Dwarves to love physical training, or doing military drills simply for entertainment.
In their duties, a strong sense of honor is central to their ethos. A commitment as deep as the stone halls they call home drives their actions for their community, and they find self actualization in fulfilling these obligations. Moreso than other Dwarven Underrealms, a strict code of conduct is followed, of which Ironfists must execute with discipline and highly regard the way. Precise rules and regulations are prevalent throughout Ironfist society, both on and off the battlefield. This leads them to emphasize the importance of working together as a united force. This is far more pertinent for them as they are the seat of power for the entire Dwarven Underkingdom. Cohesion and solidarity within the communities and guilds are critical for their survival and success, and are stated to be the way set out for them by the Ancestors.
Ironfists are heavy planners. Their entire schedules must be thought of in far advanced, with no deviations being appreciated. Asking an Ironfist to do something for you, or to barge into their schedule unannounced, is considered rather rude, even if one is wishing to give a friendly greeting. They do not deal well with the unknown. However, tradition and history are of great importance to them, as Ironfists love to draw inspiration from past heroes, ancestors and battles. A strong sense of pride in their dwarven heritage and the history of their people is a staple, as it fuels their sense of purpose.
Most dwarves that hail from the lands of Khazgan are stoics, and their culture reinforces the idea that emotional control and composure should be kept in the face of any adversity. One should endure hardship without complaint, as an Ironfist is of ancient blood.
Work & Trade

Kept in their many traditions, the Ironfist Dwarves rarely come above ground if they can help it, unless trade or war commands them to do so. When they aren’t at war, their hands are never idle. They strike the earth harder than any foe, if the foes could be kept at bay. Long before war pervaded their every action they built marvelous mansions of stone, towering in their grey magnificence. Many of these have fallen into dilapidation from the Empire of Old along with the hands that have crafted them, but even abandoned dwarven infrastructure stands functional for millennia.
The most common dwarven jobs within Khazgani halls are those of blacksmith, soldier, and mason, with many other jobs being Guildmasters, commanders, cobblers, tailors, brewers, chefs, butchers, miners, prospectors and more.
Dwünīr who hail from holds in the Khazgan Underrealm are the greatest weapon smiths and masons in the known realms. Their skill in the sharpening of iron and the tempering of steel is unparalleled, with their neighbors paying precious fees to acquire their arms. It was the dwarves who first carved stone with precision in their great mountains. For millennia they have quarried stone to supply the fortresses and homesteads of their people and those of other nations, if the price was right. Of the many things the dwarves have lost, their skills in metalworking and stonemasonry are exempt from the atrophy of time.
All of the Underrealms have a preference for metallurgical selection, and the Ironfists are keen on Freezeflame, an alloy of Emperium. They regularly inlay sharp lines and geometric patterns along their more expensive items, and will douse them in flames, leaving the base metal cooled normally but the inlaid Freezeflame metal searing hot with a burning glow.
Ironfists have a strong engineering tradition, and are known for their ability to craft weapons and construct fortifications. They are highly resourceful, and often able to make the best of any situation that is thrown at them, though ideally they will have forseen what lay before them.
Religion

Majorly:
Ovaz - God of Stone, Mountains and Civilization
Duerdin - God of Battle and Combat
Kronazul - God of Metalworking
Minorly:
Kurtan - God of Hearth and Home and Feasts and Ale
Gromzimbul - God of Exploration and Mining
Seat of the Vae Kinkharum, the official religion of the Underkingdom, denizens hailing from Khazgarim or other settlements in the Khazgani mountains trend towards total Ancestor worship, rather than specific Gods like those of the Rimebeards or Glassaxes. However, in practice, the Ironfists worship just like their brethren, with specific gods ending up being worshipped more than others. Besides Ovaz the Father, Duerdin is a religious fixation most Ironfists have; such is the worship of Duerdin, that great rituals and festivals of combat are commonly held, and an untold number of great deeds done in this Ancestor God's name. Common conversations with Ironfists will often be littered with subtle praise to Duerdin, such as "By Duerdin's axe!" or "Duerdin be praised." It is recorded that at least one war has been started because of zealous acolytes of Duerdin desiring to offer their lives in praise to the Ancestor.
Less of a focus is Kronazul, though no less important to the faith of the Ironfists. Were it not for the enlightenment of Kronazul to the dwarves the marvels of metallurgy as well as his continued divine inspiration placed within the burning hearts of his faithful, the entire Underkingdom would have been ravished by Conclave or Elves long ago. All smiths are to give praise and admonishment to the Both Metal Maker and Metal Shaper.
Were it not for Gromzimbul, First Prospector, no dwarf would ever find precious goods buried in the depths, laid there in advance for them to find. So it is also that Kurtan is praised, for even the dour Ironfists find time to be merry and feast.
Agriculture & Cuisine

The Ironfists coincidentally have the exact same cuisine tastes and agriculture methods as that of the whole of the Underkingdom, being the seat of their power and importing all of their goods.
Architecture & Locale

Deep beneath mountains do the Ironfists toil, with most Interior mountains bearing holds of the dwarves. The architecture of the Ironfists shares the same similarities to architecture of the Underkingdom as a whole; large stone constructions deep in the earth with square and knotted motifs, soaring reliefs of ancestors and runic script scrawled across gates that tower over them recounting legends of old. The stonework, however plain, is strong and crafted to last centuries, few cracks ever being seen in the foundations of the mountainhome. The inner halls of the dwarven people are lined with mansions and homesteads carved into the rockwall, each window pouring light into the halls they hemmed. The structures of the hold were gray and colorless, save the occasional banner bearing the device of the current Lord of Khazgarim on which bright colors were woven. Freezeflame Emperium can be found inlaid into the stone, standing out as burning runes weather the test of time.
Government & Social Hierarchy

In the lofty halls of Khazgarim, seat of power for the Underrealm and the Underkingdom, the Grand Chamber carry their debates for many hours a day, petitioning to the Underking of Khazgarim their quarrels and proposals. The Underking of Khazgarim keeps their mind to themselves as he listens to the noble longbeards, only speaking when they have reached a decision, or if the hall demands order. The Underking leads his people into war, and orders the construction of defenses and the assembly of strategy. Above all, his power is to grant his seal of proposed legislation and the use of the hold’s coffers. The Underking also serves as the Lord of the Underrealm of Khazgan; for each Underrealm is ruled by a Lord, with the seat of the entire kingdom being sat at the courts of what was once the Lord of Khazgan.
Beside the Underking, sit the High Keeper and the Guild Overseer. The Keeper, being the leader of the Order of Remembrance and all their craft, as well as the prelate of the Ancestor Gods. The guild Overseer would inform the Underking of the goings on of the many organizations that fill Khazgarim’s halls, as well as lend any aid the guilds can provide for the betterment of the hold. These three members are the guides and rulers of the Khazgan Dwarves as well as the whole of the Underkingdom, leading their people through the constant tide of foemen that besieged their halls.
Weapons & Military

Over many generations of the Dwarves of the Khazgan formed many innovations in the art of war. It was they who first raised a shield wall; when looking across the mountainous battlefields, rows of perfectly linked bronze squares could be seen shimmering on the hilltops. For combat below the surface, they preferred shorter weapons, bearded axes and broad shortswords were wielded in the sunless caverns. Though when fighting under the sky they were as a dead forest of trees, marching with tall spears to match their taller foe. Within their ranks were held aloft many banners, green and red were their colors as they met their doom. Their faces were covered in great iron and bronze masks, with commanders bearing more hardy metals. Their armor was thick and bright, though coated to restrict movement. Dwarven plate was harder than any cuirass made by men, and their mail was stronger than any elf’s. Though lacking in their armies were any missiles or mounted units, suited moreso for their allied kinsmen in the North and South.
Preferentially, Ironfists enjoy usage of hammers, axes and shields, but bear polearms commonly in greater conflict to compensate for their shorter stature. When dealing with individual combatants, oftentimes Ironfists will have a literal Iron Fist, a steel gauntlet which is used for brutal grappling. These means of combatants often have polearms with billhooks on them to yank in opponents to begin grappling.
Kronril is reserved for officers and others of great esteem, being tasked to mine and then refine said armaments in great bouts of pomp and circumstance. Freezeflame is found once more in their armaments, with weapons of flame and heated countenance swinging through the air to singe and sunder foe.
Music & Art

The Khagans Dwarves had little time for song or scroll, for their minds were bent on the defense of their homeland. What art they made was in their gleaming axes and thick armor and shields. What music they made was found echoing in the foothills, drums beating low as they marched to their doom or horns ringing clear from the walls of their home. Though above all their crafts is their mastery of stone. Long did the ancient dwarves of the Khazgan delve in their mountains, before any great migration. Their mastery over their craft is as old as their race itself. It is said that dwarven stonework can last longer than any human nation can endure, and this proverb originates from the handiwork of Ironfist stonemasons.
Let the whistle-forging of Ironfists not be overlooked as well. It is tradition for their smiths to whistle at the pace they wish to forge their metals, with unique tunes being accompanied to the particular task or metal.
Magick

All magic, except for Runeforging, Golemancy and select Thaumcraft that depends on the fickle whims of the particular dwarf, is to be shunned. Dwarves who are particularly zealous will inscribe the Rune of Mind, devised by the Rimebeards, into their skin. This rune incentives the abstaining of casting magick, as doing so will turn the caster into stone with repeat casting. In trying times, one may ally with magical users for a short time, but to learn a magick is to bring shame upon one's Ancestors, and to be a blight upon one's Guild. A dwarf in ideal circumstances would avoid magick users, lest the Inquisition rise again. Uniquely, Umbral magics and other dark arts are not viewed any lesser than the other types of magics. A dwarf from the Ironfist lineage will be just as likely to ally with a Tyrant, than a Templar.
Others
"Many times have the Ironfists throng marched to war against the other races; many times more will be needed to right all the grudges held."
Dwarves: All dwarves who hail from either of the Underrealms are to be respected, as both live in far harsher conditions than the splendid mountainhome, and those who bear hardship are to be respected.
Elves: No elf, Moon Star or Sun, are to be trusted. Sun elves are nearly KOS, and Moon Elves are intolerable to be around. Star elves have not yet given the Ironfists a reason to dislike them, but all Ironfists know they will eventually, and pre-emptively dislike them. With the amount of grief the Sun Elves have caused the Underkingdom with the proxy war with the Glassaxes, the Inquisition, breaking of the Elven Alliance, and their sneaky hand at the Fall of Azril'du'Zarak and the Dwarven Empire as a whole, and being otherwise despicable, they are of the greatest disdain. The largest grievance the Moon Elves have caused the dwarves that of trespassing, of which they committed millennia ago, and still have not been forgiven. Elves fill the greatest number of entries in the Wall of Wrath and the Book of Grudges.
Humans: The Empire of Man has been one of the greatest thorns as well as the largest amount of aid to the Underkingdom. Being in close proximity to such a powerful political body, the Ironfists have had a long history of butting heads and clashing swords with these humans. Currently, they are in a tentative alliance, for however long that will last. For the other human peoples, the Culiacáni are viewed as weak and lazy, but somewhat tolerable, while Volks are viewed highly. Ōkamis across the Kaya'lira Gulf are viewed with heavy skepticism but are frequent traders. Joaguns are neutral, but deal well with their brethren in the south the Rimebeards, and so are not scowled upon sight. Gales are a mixed bag; in the past, Galen and Khazgan have been close allies, alongside the rest of the dwarves. The issue that has remained insurmountable between the two is the fact that the Gales live in a forest, and love said forest. Were it not for their adherence to their family clans and rejection of the Empire, the Ironfists would outright burn their trees.
Conclave - Mer: A violent hatred mixed with begrudging admiration is fostered between these people. Not only have they efficiently slaughtered an untold number of dwarves, but they seem to pop up everywhere. However dreadful, the Ironfists in particular admire their military might, astonished by what they can do with such little organization and strategy. In times of peace, a tense respect for each other would pass, were it not for their part in the downfall of the Dwarven Empire. Much of this blame is pushed onto the high shoulders of the haughty elves, though.
Conclave - Ophidian: The Ironfists have a mixed opinion of these scaly creatures. The dwarves remember that these creatures were born of a time of war against them, and that they bring with them deadly and untrusting connotations. A dwarf from Khazgan may work with an Ophidian or they may spit at the sight of their tails, it is dependent on the dwarf's experience.
Naming Conventions
Same forenames as the rest of the Underkingdom.
Surname Examples: of Loded Beard, of Tempered Brow, of Forged Stone, of Cut Granite, of Felled Foe, of Great Hammer, of Bellowing Forge, of Sharp Gut
Important Figures
Grokni of Blued Ardent: The mythical smith who's Excerpts have taught a great deal of aspiring smiths both dwarven and foreign, along with being famous for being one of the few dwarves to be able to forge perfectly blued metals while entirely inebriated.
Borrin of Tempered Tong: A heroic commander of the Empire of Khazgarin in years far gone by who prevented the downfall of the entire empire by means of laying down her life to allow further Dwünīr forces to slaughter the Deep Beast.
Thoragan of Mighty Hand (later Thoragan the Mighty): The First Underking of the Underkingdom of Khazgarim, Founder, waged the last war against the Ophidian foe of the north during the Age of Scales.
Fulgrimor “Kathakaz” of Heated Hearth, Lord of Khazgarim: Lead the campaign that retook the first incursion into the Khazgan mountains by the Empire of Man invaders.
Legends & Myths

Grokni's Hammer: The mythical smith's hammer exists as an artifact of renown, as it has been used to forge every material known to Volantis, and even some not known. Some whisper that anyone who touches the hammer will suddenly bear the knowledge of all smithing techniques known to the dwarves, but that's a simply silly rumor... right?
The Breastplate of Borrin of Tempered Tong: A heroic commander who laid down her life to ensure the continuation of the entire Dwarven Underkingdom. All that remains of her fight with the Deep Beast is her breastplate, halfway molten from stygian flames.
Crown of Thorogan the Mighty: The First Underking of the Underkingdom of Khazgarim and it's Founder's helmet, fashioned into a crown. Many Dwarven Underkings have worn this crown, and many foes have been blessed with it's sight before returning to the dirt.
Fulgrimor's Mug: The mug claimed to have won the war for the dwarves upon their first combative interaction with the Empire of Man. Rumor has it that Fulgrimor threw the mug at the opposing Paladin General's head, dazing her enough for Fulgrimor to run her through with his spear, ending the war, and earning this mug it's famous chip at the rim.
Vault of the Ancestors: In the Interior mountain range the Khazgani Dwarves call home, there exists one mountain that no dwarves reside in. This has spawned a great deal of myths, ranging from a terrible beasts living within, a concentration of Conclave or Kobolds still residing within, or various dark magics tainting the stone deep. Of all the myths, one stands out the most. The vault contains a hoard of valuables left behind by their Ancestors, potentially the mortal forms of the Ancestor Gods themselves. Some believe the goods within could be even older...
Festivals & Holidays
Day of the Oathsworn
During the Dominion of Stormharrow
A solemn holiday where oaths deals and promises are renewed, reinforcing the bonds of trust and loyalty between dwarven families and guilds.
Forge Day
During the Dominion of Emberwyn
A festival in which all the smiths, from Journeyman to Master, can compete in their division to forge the year's specified weapon. Not only is there a monetary reward, but the renown for winning or even just placing in this highly competitive tournament of metallurgy can set up a blacksmith for life with reoccurring customers. Some dwarves of nobility will only commission works from those who have won in this festival. There also happens to be a profuse amount of ale and meats at the fairgrounds, which draws in a great many onlookers.
The Tournament of Winnowing
During the Domnion of Vernalfrond
During times of relative peace, the restless Ironfists will construct a grand tournament to entertain themselves, as well as to ensure they are in fighting shape whenever a foe appears on the horizon. Uniquely, all races and peoples are invited to participate, with contestants travelling far into the belly of the Khazgani mountains to the dwarven capital of Khazgarim. Here do man and beast do combat and other odd contests for the betterment of themselves, and the amusement of onlookers. Death is a regular occurrence, but participants are willing to risk the odds for the reward at stake. Should the contestant be one of the few to reach the end of the grand Winnowing, they will be entitled an audience with the Underking, who shall bequeath upon them an armament forged out of the Royal Smithy, encrusted with gemstones mined cut and polished from the Greathold of Hûzvok, and given a cash prize sponsored by the Barons of Azbar. On occasion, notable winners have been gifted with even greater rewards in the form of runeforged goods, but these tend to only happen when a dwarf wins the tournament.
History

Synopsis: The Underrealm of Khazgan was the first dwarven civilization to be forged in history, emerging after the Umbral Binding. In these ancient halls did the traditions and lineage of dwarven heritage become established. It was below the halls of Khazgarim that the dwarves had first concocted bronze and acquired iron, putting them to use on many battlefields. No dwarf hold has come near in comparison with the Khazgan’s original innovations in metallurgical marvels. The finding of such metals lead to the dwarves creating an isolationist kingdom, not sharing any words of those who aren’t their own kin; the dwarf kingdom seldom grew in size and prospects, relying on imports from the likes of Volkar to supply them with victuals and timber as they forge their weapons of war.
Being at the center of the Empire both politically and geographically, the Ironfists have called upon as well as aided their kin in many wars and endeavors. Ranging from the Elven Inquisition, aiding their Glassaxe Kin in their Insurrection against the Conclave, various Grand Wars against the Empire of Man, slaughters of the Deep Beast, and the Chaos Incursion, the Dwarven Empire (and later the Underkingdom)'s success is attributed to the Ironfists at the helm.

Last edited: 4 months ago
