Sons of Stone –
No record, ancient tome, or legend sheds light on the true origins of the Dwarfs. Most scholars speculate they were sculpted by a long-forgotten god in the fires of war during the age-old conflict of the Titans. If so, that god’s influence has faded entirely, as the Dwarfs bow to no deity, pledge loyalty to no Titan, and recognize no elemental force. Their guiding principles are grounded in science, invention, and a relentless pursuit of knowledge. They see themselves as the rightful “Sons of the Mountains,” a title earned not by mystical heritage but by their self-made dominion over stone, steel, and steam.
A Life Beneath the Peaks –
Primarily inhabiting sprawling cities carved deep within mountain ranges, the Dwarfs have turned caverns and tunnels into marvels of engineering and architecture. Each Dwarf city is a bastion of culture and trade, connected by vast networks of underground railways powered by steam engines. These engines are one of their latest innovations, with gears and pistons crafted from rare metals and fueled by the plentiful coal reserves found in the mountains. The railway system not only moves resources but is a source of pride, demonstrating the Dwarfs’ technological superiority.
Mining is the pulse of Dwarf society. Beneath the mountains, they uncover veins of iron, silver, gold, and even rarer minerals known only to their master smiths. While the Dwarfs extract incredible wealth from the earth, this comes at a cost; they constantly fend off creatures that lurk in the depths—ancient beasts, rival mining factions, and subterranean raiders, each seeking to lay claim to the mountain’s hidden riches. Here, they fight not for glory but survival, using innovations like explosive gunpowder charges and mechanized drilling rigs, tools as deadly in combat as they are practical in their mining.
Masters of Trade and Innovation -
While the Dwarfs are economically dominant due to their rare metals and masterwork products, they face one critical limitation: food scarcity. With little arable land on the mountain slopes, their agriculture cannot sustain the full population. Instead, they leverage their unparalleled craftsmanship to secure food from other races. Dwarf-made goods—from intricate clockwork toys that are nearly magical in their complexity to powerful firearms and siege weaponry—are eagerly sought by other nations, ensuring that the Dwarfs’ food stores are well-stocked despite their barren land.
Dwarf workmanship is famed across the realms not only for its durability but for its unmatched ingenuity. Their invention of gunpowder has revolutionized mining and warfare alike, enabling them to blast through rock or repel foes with deadly precision. Likewise, steam-powered mechanisms are steadily being incorporated into everyday life, from automated mining carts to weaponized constructs. They are proud to be the realm’s first in nearly every field of technology, and their neighbors see them with a mixture of envy and respect. Few dare challenge the Dwarfs’ position as leaders of innovation.
Rule of the Guilds –
The Dwarfs are ruled by the High King, a figure who represents the strength and unity of their people. However, true power lies with the Merchant Guild, an elite organization whose influence permeates every aspect of Dwarf life. Every Dwarf belongs to a guild from birth—be it the Blacksmith’s Guild, the Miners’ Guild, or the Alchemists’ Guild—and their primary loyalty is to their guild above all else. This allegiance fosters a competitive spirit within Dwarf society, where each guild vies to demonstrate its superiority through trade, invention, and mastery of their crafts.
The Merchant Guild, in particular, dictates much of Dwarf society’s direction, from trade agreements to military decisions. While the Dwarfs are not an outwardly warlike people, they value economic might as a means of power and often resolve conflicts with financial pressure rather than direct confrontation. Yet, when their interests are threatened—such as when a vital trade partner is endangered—they are unafraid to unleash their formidable inventions on the battlefield. However, to the Dwarfs, these “Overground Wars,” as they call them, are secondary concerns. Their primary focus remains within the mountain, where the constant threat of invasion and ambush from rival factions requires an unending state of vigilance.
The Power of Runes -
Dwarfs possess no innate ability to wield magic in the traditional sense—a mystery that has puzzled even their greatest minds. Despite their scientific prowess, the arcane arts remain elusive to them, leaving them unable to cast spells or channel elemental forces directly. Instead, they have mastered the ancient craft of rune-etching, a skill passed down through generations of Dwarven scholars and artisans. By carving intricate, enchanted symbols into metal, stone, and weaponry, the Dwarfs create runes that can store and release magical effects. These runes, painstakingly crafted and requiring rare materials, allow them to harness the power of magic indirectly. Whether it’s forging a hammer that bursts into flames upon impact or a shield that can absorb spells, the Dwarfs' runic craftsmanship grants them a unique, formidable edge in battle and industry, compensating for their lack of direct magical ability with unmatched ingenuity.
The Forge –
Among the Dwarfs, the Forge-Smiths hold a revered position, seen as the heart of Dwarven ingenuity and craftsmanship. Forge-Smiths are responsible not only for creating weaponry and tools but also for crafting the intricate runes that infuse these items with magic. These master artisans undergo decades of training, passing down closely guarded techniques that allow them to create items with unparalleled durability and precision. Their forges, often set within volcanic caverns or fueled by rare, arcane minerals, are sanctuaries of both heat and magic, where innovation meets tradition. In Dwarven society, owning a weapon or piece of armor crafted by a Forge-Smith is a mark of high honor, and these creations are handed down as family heirlooms. Each piece carries the soul of its creator, bound with care and skill, and is believed to protect and guide its owner. Forge-Smiths also take on an almost spiritual role, as they are the only ones entrusted to work with meteoric iron—an extremely rare, mystical metal that is said to fall from the heavens and believed to hold the last fragments of ancient, lost power.
Defenders of Their Domain -
The greatest threat to the Dwarfs does not come from surface realms but from the depths below. In these dark, perilous tunnels, covetous rivals and ancient creatures lurk, waiting to plunder the wealth the Dwarfs have unearthed. This struggle for the mountain’s treasures is a quiet war, fought in shadows and narrow passages, where survival depends on each Dwarf’s resilience, skill, and ingenuity. The Dwarfs have developed specialized subterranean weaponry and defensive tactics, and they rely heavily on small, disciplined battalions trained to protect their home.
Though rarely driven to expansion, they remain staunch defenders of their realm, guarding their treasures and trade networks with ferocious loyalty. For the Dwarfs, the defense of their lands is not simply about protecting wealth—it’s about preserving the freedom to shape their own future, unbound by the influence of gods, Titans, or any force beyond their own industrious spirit.
The Code of Stone –
The Dwarfs live by an unwritten set of principles known as the "Code of Stone." This code shapes every aspect of their society, from daily life to political dealings. The Code emphasizes values like resilience, honor, and loyalty, mirroring the enduring nature of the mountains they call home. According to the Code, a Dwarf’s word is as strong as stone—promises are seldom given lightly, and once made, they are honored regardless of the personal cost. This belief has fostered a society of high trust and mutual respect, where disputes are often settled by the guidance of the Code rather than by formal laws. The Dwarfs are bound to their guilds and families with a fierce loyalty, and betrayal is considered an unforgivable offense. The Code also discourages unnecessary conflict, promoting diplomacy and economic influence over open warfare, as true strength is seen in restraint and wisdom rather than brute force. The Dwarfs believe that, like stone, they must be steady and resilient, shaping the world by staying grounded in their ideals, unmoved by external pressures and transient conflicts.
Dwarf Ethos –
The Dwarfs pride themselves on their independence and innovation. They believe that true power lies not in brute force or divine favor but in knowledge, skill, and the strength of community. To them, mastery over one’s craft is akin to mastery over one’s fate, and they live by the creed that the greatest legacy they can leave is not a monument or a kingdom, but the tools and knowledge that future generations will use to shape the world..
Regular
Dwarves Regular
Clansmen are the basic all-round choice at regular level although they are slightly better on the defence. Miners are the weaker in combat than Clansmen, but they do have the Tunnel which allows them to pop up on the other side of the battlefield. Gunners have handguns which allow them to attack from range, but the more unusual options are the Sappers. These guys can use explosives to blow up other cards but when they are successful, they are also eliminated. Then you have the Smiths which allow you to use the unique Rune cards of the Dwarf deck.
Veterans
Veterans
The Cannon is a destructive long ranged war machine that you can take for a veteran choice. Or you go for an out and out close combat unit in the Hearth Guard. War Balloons act as your Scouts which allows you to reveal hidden cards, but they are also quite tough to take down. And you have the Mech Walker, a big defensive unit that has the Transport ability which lets you protect other cards and deploy them straight from the Mech Walker!
Elite
Elite -
The Elite choices for the Dwarves include the Dreadnaught, a heavy hitter in close combat and with Iron Skin making it harder to take down. The Sky Bomber is a flying helicopter that can use Bomb Run to take out targets without putting itself in danger. Finally, the Elders are excellent defensive units and their experience to gain rerolls each turn in combat.
Titan & Legend & Heroes & Champions
Charachters
Heroes leading the Dwarf forces start with Old Horthgar who is a great defensive unit with rerolls from the Experience ability and giving any Elders on the field a bonus. The other option is the Sniper who is fragile but has a huge range of four. For Champions your options are Gilfi Morak who is a good all rounder but also has Magic Item to allow him to have one other than you are normally allowed. Olaf Hammerhand is a tough defensive unit and gives a bonus to Clansman. Or you can take the Slayer who is always guaranteed to roll at least the same number of dice as the opponent. With the Legend card of the King of the Mountain ready to command the battlefield and the Titan of the mighty airship the Juggernaut waiting as reinforcements, you will want to get as many draws as possible.
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