Khaz-Undin
National Symbol: Iron Hammer in front of an Iron Ring
National Colors: Silver
88% Dwarf
22% Gnome
80% Ancestor Worship
20% Shamanistic
(Monarchy System of Government) The Iron dwarves government is run by two brother Kings. Each rulers of two city states in the kingdom that merged into one. The entire governance is built around a militaristic function that is born out of necessity due to their proximity to the more dangerous and evil races in the world. Law and order is enforced through regulations and strict adherence to a disciplined defense force.
Badlands: Neutral
Cenovia: Neutral
Commonwealth of Dail: Neutral
Eldarian Union: Hostile
Elven Triumvirate: Hostile
Empire of Grundar: Friendly
Golden Dwarves: Friendly
Grand Duchy of Montia: Neutral
Granelian Protectorate: Neutral
Hassarian Oligarchy: Neutral
Highlands: Friendly
Ichi Shogunate: Neutral
Idelan Republic: Neutral
Kingdom of Aldania: Friendly
Naga’s Landing: Hostile
Orc Horde: Hostile
Sahalan Sultanate: Neutral
Shaneier Elves: Hostile
Steel Dwarves: Friendly
Taisan Khanate: Neutral
The Dark Covenant: Hostile
Theocracy of Vespa: Neutral
Undying Lands: Hostile
Wolven Marches: Hostile
Currency is minted with a Hammer icon on it
Gold (gp) is used to buy luxury goods and high-end services
Silver (sp) is used to buy common quality goods and skilled labor
Copper (cp) is used to buy basic supplies goods and food
Average costs
Basic Food items: 1-3 copper
Luxury Food items: 10-15 copper
Basic Drinks: 1-3 copper
Luxury Drinks: 5-10 copper
Basic clothing: 25-50 copper
Average clothing: 25-50 silver
Luxury/High End clothing: 10-15 gold
Basic Lodging (Common Inn): 5-10 silver per night
Comfortable Lodging (High End Inn): 20-25 silver per night
Luxury Lodging (Private room with bath): 50-100 silver per night
Opulent/Noble Lodging (Private suite with multiple rooms): 10-15 gold per night
Transportation (Rented wagon/carriage): 10-15 silver per km
Weapons and Armor: Use Item costs
Iron dwarf architecture is entirely underground and heavily uses stone and iron materials in its make. Even the furniture is either stone or iron. The surface of their lands is almost entirely steep mountains and unforgiving seaside bluffs, so the Iron dwarves carved their two main cities right into the mountains themselves and favor aesthetics that display bearded faces, hammers, or dwarven runes. Both cities are accessed through ports that are completely inside giant excavated caverns and are the only way in and out of the mountain strongholds. Guarded heavily with fortifications, and immense sea chains that seal off the ports to outsiders. The outlying suburbs and chambers deeper in the mountain can feel somewhat claustrophobic to taller races.
Iron dwarves prefer to wear armor at all times. Theirs is a culture always at the ready to defend itself from attack and so there is very little in the way of clothing options here. What clothing they do wear is normally wool materials and functional without a lot of fashion statement to it.
Typical Iron Dwarf cuisine includes heavy use of goat meat and pork products with cheeses and mushrooms supplementing it. Utilitarian in nature it is usually not heavily seasoned except amongst the more elite. Drinks are usually dairy or tea leaf based, with alcohol favoring strong mushroom based liquors and fermented dairy spirits.
Music: Iron dwarves are not fond of music and have no native musical works. The closest they have war horns and drums, but they are mostly used for practical purposes and keeping cadences during marches or work.
Literature: Iron Dwarves are quite fond of written regulations and structured texts. Unique to them, almost their entire history is chiseled into the very walls of their halls. Their archives are long halls of glass like marble where their history is preserved in stone. Like many other dwarves, Iron dwarves prefer contractual arrangements and use scrolls and manuscripts for such. Literary works are mainly crafting schematics and tomes on strategy and warfare.
Entertainment/Theater: Brawling and feats of strength competitions like boulder tosses are the primary form of entertainment amongst the Iron Dwarves. They also have gladiatorial competitions in arenas where captured evil creatures and beasts are forced to fight to the death against prisoners and criminals. Outside of those activities, dice games are also popular.
Iron dwarves technology is advanced and is steampunk in nature. They have rudimentary harnessed electricity and plumbing. Most of their technology is geared towards defensive warfare and survival underground. They are also talented magical users and are masters at imbuing runic enchantments on their weapons, armor, and tools. Iron Dwarf magic users like to use jewels and other such precious stones as focal objects for their magic.
Elves and dwarves were the first races to appear on the continent, and the dwarves were digging out cities and mastering technology from the very beginning. The Iron Dwarves are oldest of the remaining three dwarven kingdoms. An ancient race of dwarves that are the most militaristic and traditional of them all. In centuries past tensions between the dwarves and elves boiled over into a massive worldwide war, where entire kingdoms of dwarves were wiped out by the High Elves. In return the dwarves began a scorched earth campaign against the High Elves. At the time, the Iron Dwarf King was on a campaign against elves in the southwestern part of the continent where he was killed by a High Elven Prince in a legendary battle. The Iron Dwarves did not take the loss well, and were the ones who led the successive scorched earth campaign. From their city state stronghold of Khaz-Undin on the western part of the continent the king’s two sons sailed a massive dwarven army across the sea, and landed on the northern shores of the eastern part of the continent in order to surprise the High Elves who assumed themselves safe in that region. From there they destroyed or burned down everything in their path, and were the cause for what is now the arid Sahalan desert. At the time the High Elf capital was located in the center of the area, and the dwarves ruthlessly razed the city to ash, and left nothing standing. Having suffered heavy losses themselves, after the dwarves successfully ended the war, the two dwarven princes packed up their remaining warriors and returned home. Celebrated as heroes amongst every dwarf in existence it was decided that both would be named king, and share split responsibility for the monarchy, a line that has remained to this day. The Iron Dwarves however would not find rest. To their northwest Dark Elves, who did not share their High Elf or Wood Elf kinship ideals of peace and prosperity, unleashed a series of dark magics into the world. Creating the Lich King, and seeding lycanthropy curses in the western continent. Because of Khaz-Undin’s proximity to these dark forces, it often finds it’s lands under attack, and so the iron dwarves remain a highly stoic and militaristic nation, fiercely guarding their lands from the encroaching darkness. The Iron Dwarves as the stand now, are a strong warrior nation, who guard their ancient lands and traditions with stubborn resolve.