Forces of Evil

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You can edit text on your website by double clicking on a text box on your website. Alternatively, when you select a text box a settings menu will appear. Selecting 'Edit Text' from this menu will also allow you to edit the text within this text box. Remember to keep your wording friendly, approachable and easy to understand as if you were talking to your customer
You can edit text on your website by double clicking on a text box on your website. Alternatively, when you select a text box a settings menu will appear. Selecting 'Edit Text' from this menu will also allow you to edit the text within this text box. Remember to keep your wording friendly, approachable and easy to understand as if you were talking to your customer
You can edit text on your website by double clicking on a text box on your website. Alternatively, when you select a text box a settings menu will appear. Selecting 'Edit Text' from this menu will also allow you to edit the text within this text box. Remember to keep your wording friendly, approachable and easy to understand as if you were talking to your customer
Standing perhaps chest high to most humans, the stubborn dwarfs feel most comfortable in the dark underground rather than beneath the open sky. Their great beards flecked with dust from their mines and wet with ale, spilled from shaking with laughter at the notion of living above ground. Thus, it is unsurprising that they claim descent from the goddess of those places. The story goes that the goddess of the underworld wept, for she would never have children. Those tears dripped through the caverns of the world and, over the ages, solidified into the first dwarf.
Like the other races, the dwarfs lived in unity until the God War. With the outbreak of that war, dwarven kind split into three major camps. The Abyssa Dwarfs in the northern lands 

of Tragar aligned with the Wicked Ones and the orcs. The southern dwarfs of Abercarr remained unified, but did not align openly with the Shining Ones. Between the two lay the Free Dwarf Lands, a collection of independent dwarven city-states.
Ever an insular people, the dwarfs looked to their mines and tunnels even in the ancient time of the Celestians. It took the fervent pleas of Valandor the Great to persuade them to join the war against Winter. The dwarfs came to regret their decision; Winter’s flood swept into their holds, killing thousands of dwarfs. Anguished and mourning their dead, the dwarfs sealed shut their holds, turning their backs on the world. When they opened their gates once more, many would wish that they remained shut.

Under the long rule of King Golloch, the Imperial Dwarfs of Abercarr have turned their gaze upon the world again. Ironclad warriors march in lockstep like a well-oiled machine, while mad dwarfen warsmiths lead iron monstrosities that belch fire and spew iron from their maws. The Abercarri have conquered large swathes of lands from the surface dwellers. In recent years the free  lands have come under siege by the necromancer Mhorgoth the Faceless. Mhorgoth's forces have decimated many of the free states, killing noble and commoner alike. On the heels of this ongoing siege, the dwarfs of Abercarr returned to the surface,Golloch the Conqueror has offered aid to his beleaguered kin, but at the price of swearing fealty to him. Though reluctant pay such a price, many of the free dwarf cities have been forced to do so in order to survive since the death of their leader, Thorrick Rockfist, at the hands of Mhorgoth.
 
This ambitious attitude runs the Abercarri afoul of the Basileans with whom they share a northern 
border. Where previously the Abercarri and Basileans peacefully coexisted, many dwarf masons having built Basilea’s southern cities, Golloch’s ambition has driven the two into conflict. Basilea even controls the ruins of Abercarr’s old capital, Difetth. Furthermore, Basilea’s ports are the only trade route open for the dwarfs to sell their goods to the rest of the world. The two nations continually butt heads over these two issues, coming to blows often. King Golloch has supposedly drunkenly sworn to topple the Basilean City of the Golden Horn.
 
Unfortunately for Basilea, a dwarf keeps his promises. Though the elves may have the longest lives, the dwarfs have the longest memories. They will call upon contracts and alliances made a thousand years ago and expect them to be honoured. To a dwarf an oath is an oath, whether made drunk or sober.
Thankfully, not all dwarfs follow King Golloch. Under the Halpi Mountains lies the dwarfen Freeholds, who owe no allegiance to Abercarr. The Free and Imperial dwarfs only communicate over the Great Cataract, a vast waterfall that can only be cross via ferries pulled by a great chain. The Heavyhand Clan acts as intermediary between these peoples and peace remains between the two for now,.they meet at Culloch Mor, a tree-cloaked rock with an altar of unknown origin at the centre of the falls. Other than this one neutral ground, the two groups keep away from each other. The Free Dwarfs have enough to trouble them in the north with the Abyss and their corrupted brethren. Still they worry that when Golloch tires of his feud with the Basileans, he will turn his hungry eye northward. For in a world where nations have splintered and fallen to infighting, the Abercarri Empire is on the rise.
 
Most recently, in the Edge of the Abyss event, the dwarves evil cousins have amassed, emboldened by the surging abyss.  The Abyssal Dwarves have marched on the Great Cataract looking to stab the heart of the Golloch Empire and bring it to it’s knees.
Notable Personages
Garrek Heavyhand
Golloch the Conqueror
J’Zik Gearlund
Rordin
Herneas the Hunter
Sveri Egilax
Thorrick Rockfist


Counter Charge Dwarf
Direct Misfire Dwarf
​Probably missing one here


Standing perhaps chest high to most humans, the stubborn dwarfs feel most comfortable in the dark underground rather than beneath the open sky. Their great beards flecked with dust from their mines and wet with ale, spilled from shaking with laughter at the notion of living above ground. Thus, it is unsurprising that they claim descent from the goddess of those places. The story goes that the goddess of the underworld wept, for she would never have children. Those tears dripped through the caverns of the world and, over the ages, solidified into the first dwarf.
Like the other races, the dwarfs lived in unity until the God War. With the outbreak of that war, dwarven kind split into three major camps. The Abyssa Dwarfs in the northern lands 

of Tragar aligned with the Wicked Ones and the orcs. The southern dwarfs of Abercarr remained unified, but did not align openly with the Shining Ones. Between the two lay the Free Dwarf Lands, a collection of independent dwarven city-states.
Ever an insular people, the dwarfs looked to their mines and tunnels even in the ancient time of the Celestians. It took the fervent pleas of Valandor the Great to persuade them to join the war against Winter. The dwarfs came to regret their decision; Winter’s flood swept into their holds, killing thousands of dwarfs. Anguished and mourning their dead, the dwarfs sealed shut their holds, turning their backs on the world. When they opened their gates once more, many would wish that they remained shut.

Under the long rule of King Golloch, the Imperial Dwarfs of Abercarr have turned their gaze upon the world again. Ironclad warriors march in lockstep like a well-oiled machine, while mad dwarfen warsmiths lead iron monstrosities that belch fire and spew iron from their maws. The Abercarri have conquered large swathes of lands from the surface dwellers. In recent years the free  lands have come under siege by the necromancer Mhorgoth the Faceless. Mhorgoth's forces have decimated many of the free states, killing noble and commoner alike. On the heels of this ongoing siege, the dwarfs of Abercarr returned to the surface,Golloch the Conqueror has offered aid to his beleaguered kin, but at the price of swearing fealty to him. Though reluctant pay such a price, many of the free dwarf cities have been forced to do so in order to survive since the death of their leader, Thorrick Rockfist, at the hands of Mhorgoth.
 
This ambitious attitude runs the Abercarri afoul of the Basileans with whom they share a northern 
border. Where previously the Abercarri and Basileans peacefully coexisted, many dwarf masons having built Basilea’s southern cities, Golloch’s ambition has driven the two into conflict. Basilea even controls the ruins of Abercarr’s old capital, Difetth. Furthermore, Basilea’s ports are the only trade route open for the dwarfs to sell their goods to the rest of the world. The two nations continually butt heads over these two issues, coming to blows often. King Golloch has supposedly drunkenly sworn to topple the Basilean City of the Golden Horn.
 
Unfortunately for Basilea, a dwarf keeps his promises. Though the elves may have the longest lives, the dwarfs have the longest memories. They will call upon contracts and alliances made a thousand years ago and expect them to be honoured. To a dwarf an oath is an oath, whether made drunk or sober.
Standing perhaps chest high to most humans, the stubborn dwarfs feel most comfortable in the dark underground rather than beneath the open sky. Their great beards flecked with dust from their mines and wet with ale, spilled from shaking with laughter at the notion of living above ground. Thus, it is unsurprising that they claim descent from the goddess of those places. The story goes that the goddess of the underworld wept, for she would never have children. Those tears dripped through the caverns of the world and, over the ages, solidified into the first dwarf.
Like the other races, the dwarfs lived in unity until the God War. With the outbreak of that war, dwarven kind split into three major camps. The Abyssa Dwarfs in the northern lands 

of Tragar aligned with the Wicked Ones and the orcs. The southern dwarfs of Abercarr remained unified, but did not align openly with the Shining Ones. Between the two lay the Free Dwarf Lands, a collection of independent dwarven city-states.
Ever an insular people, the dwarfs looked to their mines and tunnels even in the ancient time of the Celestians. It took the fervent pleas of Valandor the Great to persuade them to join the war against Winter. The dwarfs came to regret their decision; Winter’s flood swept into their holds, killing thousands of dwarfs. Anguished and mourning their dead, the dwarfs sealed shut their holds, turning their backs on the world. When they opened their gates once more, many would wish that they remained shut.

Under the long rule of King Golloch, the Imperial Dwarfs of Abercarr have turned their gaze upon the world again. Ironclad warriors march in lockstep like a well-oiled machine, while mad dwarfen warsmiths lead iron monstrosities that belch fire and spew iron from their maws. The Abercarri have conquered large swathes of lands from the surface dwellers. In recent years the free  lands have come under siege by the necromancer Mhorgoth the Faceless. Mhorgoth's forces have decimated many of the free states, killing noble and commoner alike. On the heels of this ongoing siege, the dwarfs of Abercarr returned to the surface,Golloch the Conqueror has offered aid to his beleaguered kin, but at the price of swearing fealty to him. Though reluctant pay such a price, many of the free dwarf cities have been forced to do so in order to survive since the death of their leader, Thorrick Rockfist, at the hands of Mhorgoth.
 
This ambitious attitude runs the Abercarri afoul of the Basileans with whom they share a northern 
border. Where previously the Abercarri and Basileans peacefully coexisted, many dwarf masons having built Basilea’s southern cities, Golloch’s ambition has driven the two into conflict. Basilea even controls the ruins of Abercarr’s old capital, Difetth. Furthermore, Basilea’s ports are the only trade route open for the dwarfs to sell their goods to the rest of the world. The two nations continually butt heads over these two issues, coming to blows often. King Golloch has supposedly drunkenly sworn to topple the Basilean City of the Golden Horn.
 
Unfortunately for Basilea, a dwarf keeps his promises. Though the elves may have the longest lives, the dwarfs have the longest memories. They will call upon contracts and alliances made a thousand years ago and expect them to be honoured. To a dwarf an oath is an oath, whether made drunk or sober.
Standing perhaps chest high to most humans, the stubborn dwarfs feel most comfortable in the dark underground rather than beneath the open sky. Their great beards flecked with dust from their mines and wet with ale, spilled from shaking with laughter at the notion of living above ground. Thus, it is unsurprising that they claim descent from the goddess of those places. The story goes that the goddess of the underworld wept, for she would never have children. Those tears dripped through the caverns of the world and, over the ages, solidified into the first dwarf.
Like the other races, the dwarfs lived in unity until the God War. With the outbreak of that war, dwarven kind split into three major camps. The Abyssa Dwarfs in the northern lands 

of Tragar aligned with the Wicked Ones and the orcs. The southern dwarfs of Abercarr remained unified, but did not align openly with the Shining Ones. Between the two lay the Free Dwarf Lands, a collection of independent dwarven city-states.
Ever an insular people, the dwarfs looked to their mines and tunnels even in the ancient time of the Celestians. It took the fervent pleas of Valandor the Great to persuade them to join the war against Winter. The dwarfs came to regret their decision; Winter’s flood swept into their holds, killing thousands of dwarfs. Anguished and mourning their dead, the dwarfs sealed shut their holds, turning their backs on the world. When they opened their gates once more, many would wish that they remained shut.

Under the long rule of King Golloch, the Imperial Dwarfs of Abercarr have turned their gaze upon the world again. Ironclad warriors march in lockstep like a well-oiled machine, while mad dwarfen warsmiths lead iron monstrosities that belch fire and spew iron from their maws. The Abercarri have conquered large swathes of lands from the surface dwellers. In recent years the free  lands have come under siege by the necromancer Mhorgoth the Faceless. Mhorgoth's forces have decimated many of the free states, killing noble and commoner alike. On the heels of this ongoing siege, the dwarfs of Abercarr returned to the surface,Golloch the Conqueror has offered aid to his beleaguered kin, but at the price of swearing fealty to him. Though reluctant pay such a price, many of the free dwarf cities have been forced to do so in order to survive since the death of their leader, Thorrick Rockfist, at the hands of Mhorgoth.
 
This ambitious attitude runs the Abercarri afoul of the Basileans with whom they share a northern 
border. Where previously the Abercarri and Basileans peacefully coexisted, many dwarf masons having built Basilea’s southern cities, Golloch’s ambition has driven the two into conflict. Basilea even controls the ruins of Abercarr’s old capital, Difetth. Furthermore, Basilea’s ports are the only trade route open for the dwarfs to sell their goods to the rest of the world. The two nations continually butt heads over these two issues, coming to blows often. King Golloch has supposedly drunkenly sworn to topple the Basilean City of the Golden Horn.
 
Unfortunately for Basilea, a dwarf keeps his promises. Though the elves may have the longest lives, the dwarfs have the longest memories. They will call upon contracts and alliances made a thousand years ago and expect them to be honoured. To a dwarf an oath is an oath, whether made drunk or sober.

Varangur

Standing perhaps chest high to most humans, the stubborn dwarfs feel most comfortable in the dark underground rather than beneath the open sky. Their great beards flecked with dust from their mines and wet with ale, spilled from shaking with laughter at the notion of living above ground. Thus, it is unsurprising that they claim descent from the goddess of those places. The story goes that the goddess of the underworld wept, for she would never have children. Those tears dripped through the caverns of the world and, over the ages, solidified into the first dwarf.
Like the other races, the dwarfs lived in unity until the God War. With the outbreak of that war, dwarven kind split into three major camps. The Abyssa Dwarfs in the northern lands 

of Tragar aligned with the Wicked Ones and the orcs. The southern dwarfs of Abercarr remained unified, but did not align openly with the Shining Ones. Between the two lay the Free Dwarf Lands, a collection of independent dwarven city-states.
Ever an insular people, the dwarfs looked to their mines and tunnels even in the ancient time of the Celestians. It took the fervent pleas of Valandor the Great to persuade them to join the war against Winter. The dwarfs came to regret their decision; Winter’s flood swept into their holds, killing thousands of dwarfs. Anguished and mourning their dead, the dwarfs sealed shut their holds, turning their backs on the world. When they opened their gates once more, many would wish that they remained shut.

Under the long rule of King Golloch, the Imperial Dwarfs of Abercarr have turned their gaze upon the world again. Ironclad warriors march in lockstep like a well-oiled machine, while mad dwarfen warsmiths lead iron monstrosities that belch fire and spew iron from their maws. The Abercarri have conquered large swathes of lands from the surface dwellers. In recent years the free  lands have come under siege by the necromancer Mhorgoth the Faceless. Mhorgoth's forces have decimated many of the free states, killing noble and commoner alike. On the heels of this ongoing siege, the dwarfs of Abercarr returned to the surface,Golloch the Conqueror has offered aid to his beleaguered kin, but at the price of swearing fealty to him. Though reluctant pay such a price, many of the free dwarf cities have been forced to do so in order to survive since the death of their leader, Thorrick Rockfist, at the hands of Mhorgoth.
 
This ambitious attitude runs the Abercarri afoul of the Basileans with whom they share a northern 
border. Where previously the Abercarri and Basileans peacefully coexisted, many dwarf masons having built Basilea’s southern cities, Golloch’s ambition has driven the two into conflict. Basilea even controls the ruins of Abercarr’s old capital, Difetth. Furthermore, Basilea’s ports are the only trade route open for the dwarfs to sell their goods to the rest of the world. The two nations continually butt heads over these two issues, coming to blows often. King Golloch has supposedly drunkenly sworn to topple the Basilean City of the Golden Horn.
 
Unfortunately for Basilea, a dwarf keeps his promises. Though the elves may have the longest lives, the dwarfs have the longest memories. They will call upon contracts and alliances made a thousand years ago and expect them to be honoured. To a dwarf an oath is an oath, whether made drunk or sober.

Ratkin

Standing perhaps chest high to most humans, the stubborn dwarfs feel most comfortable in the dark underground rather than beneath the open sky. Their great beards flecked with dust from their mines and wet with ale, spilled from shaking with laughter at the notion of living above ground. Thus, it is unsurprising that they claim descent from the goddess of those places. The story goes that the goddess of the underworld wept, for she would never have children. Those tears dripped through the caverns of the world and, over the ages, solidified into the first dwarf.
Like the other races, the dwarfs lived in unity until the God War. With the outbreak of that war, dwarven kind split into three major camps. The Abyssa Dwarfs in the northern lands 

of Tragar aligned with the Wicked Ones and the orcs. The southern dwarfs of Abercarr remained unified, but did not align openly with the Shining Ones. Between the two lay the Free Dwarf Lands, a collection of independent dwarven city-states.
Ever an insular people, the dwarfs looked to their mines and tunnels even in the ancient time of the Celestians. It took the fervent pleas of Valandor the Great to persuade them to join the war against Winter. The dwarfs came to regret their decision; Winter’s flood swept into their holds, killing thousands of dwarfs. Anguished and mourning their dead, the dwarfs sealed shut their holds, turning their backs on the world. When they opened their gates once more, many would wish that they remained shut.

Under the long rule of King Golloch, the Imperial Dwarfs of Abercarr have turned their gaze upon the world again. Ironclad warriors march in lockstep like a well-oiled machine, while mad dwarfen warsmiths lead iron monstrosities that belch fire and spew iron from their maws. The Abercarri have conquered large swathes of lands from the surface dwellers. In recent years the free  lands have come under siege by the necromancer Mhorgoth the Faceless. Mhorgoth's forces have decimated many of the free states, killing noble and commoner alike. On the heels of this ongoing siege, the dwarfs of Abercarr returned to the surface,Golloch the Conqueror has offered aid to his beleaguered kin, but at the price of swearing fealty to him. Though reluctant pay such a price, many of the free dwarf cities have been forced to do so in order to survive since the death of their leader, Thorrick Rockfist, at the hands of Mhorgoth.
 
This ambitious attitude runs the Abercarri afoul of the Basileans with whom they share a northern 
border. Where previously the Abercarri and Basileans peacefully coexisted, many dwarf masons having built Basilea’s southern cities, Golloch’s ambition has driven the two into conflict. Basilea even controls the ruins of Abercarr’s old capital, Difetth. Furthermore, Basilea’s ports are the only trade route open for the dwarfs to sell their goods to the rest of the world. The two nations continually butt heads over these two issues, coming to blows often. King Golloch has supposedly drunkenly sworn to topple the Basilean City of the Golden Horn.
 
Unfortunately for Basilea, a dwarf keeps his promises. Though the elves may have the longest lives, the dwarfs have the longest memories. They will call upon contracts and alliances made a thousand years ago and expect them to be honoured. To a dwarf an oath is an oath, whether made drunk or sober.

Twilight Kin

Standing perhaps chest high to most humans, the stubborn dwarfs feel most comfortable in the dark underground rather than beneath the open sky. Their great beards flecked with dust from their mines and wet with ale, spilled from shaking with laughter at the notion of living above ground. Thus, it is unsurprising that they claim descent from the goddess of those places. The story goes that the goddess of the underworld wept, for she would never have children. Those tears dripped through the caverns of the world and, over the ages, solidified into the first dwarf.
Like the other races, the dwarfs lived in unity until the God War. With the outbreak of that war, dwarven kind split into three major camps. The Abyssa Dwarfs in the northern lands 

of Tragar aligned with the Wicked Ones and the orcs. The southern dwarfs of Abercarr remained unified, but did not align openly with the Shining Ones. Between the two lay the Free Dwarf Lands, a collection of independent dwarven city-states.
Ever an insular people, the dwarfs looked to their mines and tunnels even in the ancient time of the Celestians. It took the fervent pleas of Valandor the Great to persuade them to join the war against Winter. The dwarfs came to regret their decision; Winter’s flood swept into their holds, killing thousands of dwarfs. Anguished and mourning their dead, the dwarfs sealed shut their holds, turning their backs on the world. When they opened their gates once more, many would wish that they remained shut.

Under the long rule of King Golloch, the Imperial Dwarfs of Abercarr have turned their gaze upon the world again. Ironclad warriors march in lockstep like a well-oiled machine, while mad dwarfen warsmiths lead iron monstrosities that belch fire and spew iron from their maws. The Abercarri have conquered large swathes of lands from the surface dwellers. In recent years the free  lands have come under siege by the necromancer Mhorgoth the Faceless. Mhorgoth's forces have decimated many of the free states, killing noble and commoner alike. On the heels of this ongoing siege, the dwarfs of Abercarr returned to the surface,Golloch the Conqueror has offered aid to his beleaguered kin, but at the price of swearing fealty to him. Though reluctant pay such a price, many of the free dwarf cities have been forced to do so in order to survive since the death of their leader, Thorrick Rockfist, at the hands of Mhorgoth.
 
This ambitious attitude runs the Abercarri afoul of the Basileans with whom they share a northern 
border. Where previously the Abercarri and Basileans peacefully coexisted, many dwarf masons having built Basilea’s southern cities, Golloch’s ambition has driven the two into conflict. Basilea even controls the ruins of Abercarr’s old capital, Difetth. Furthermore, Basilea’s ports are the only trade route open for the dwarfs to sell their goods to the rest of the world. The two nations continually butt heads over these two issues, coming to blows often. King Golloch has supposedly drunkenly sworn to topple the Basilean City of the Golden Horn.
 
Unfortunately for Basilea, a dwarf keeps his promises. Though the elves may have the longest lives, the dwarfs have the longest memories. They will call upon contracts and alliances made a thousand years ago and expect them to be honoured. To a dwarf an oath is an oath, whether made drunk or sober.