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====Settlements==== The Dwarf communities formed outside of Karaz Ankor that lie between mountain ranges. Few are connected to the Underway. * '''Karak Zorn''' The first Dwarf expansion, in the Warhammer equivalent of South Africa in the mountains that separate Nehekhara from the Southlands. Possibly destroyed by the Slanless Lizardmen of the Southlands, or at least the last messages every received indicated that's who was attacking it. Almost nothing is known of it otherwise as it is far beyond living memory and every expedition to reclaim or it simply discover its current state have failed. To be fair it could still exist, since every single edition it was mentioned in (which is to say every edition after Warhammer got actual lore) intentionally makes it vague what happened to it. According to myths it was built into a mountain of gold with gates made of ivory held together by copper with rubies and diamonds so common they were just used as currency internally. Within the video game continuities Vermintide gives the Dwarf Ranger the backstory that he found a map showing its location, while in Total War: Warhammer its an active surviving Dwarf settlement, in campaigns ruling itself and using a red/blue emblem depicting a Skink skull above an anvil whereas in the Mortal Empires campaign it is under the control of Thorek Ironbrow's expedition. * '''Barak Varr''' Called "Gate To The Sea". Built into the side of a mountain and only visible from the water. Barak Varr is small but wealthy, and the folk are unusually friendly and cheerful for Dwarfs. Both are due to the safety of the Hold and it never being forced to close its doors to the other races and cease trade, as both the Skull River and Old Dwarf road are still open. All friendly groups on the planet trade in Barak Varr, and almost anything Dwarfs do not prohibit can be bought and sold within. Barak Varr is one of the safest locations in the world, being almost immune to attack by land and with a ridiculous number of the most advanced warships in existence in its harbor while countless cannons line the face of the settlement itself. Barak Varr lies in the territory of the [[Border Princes]] which were settled around it, and it provides them protection by water. Dwarf adventurers ad their non-Dwarf companions often gather in Barak Varr before setting out for parts unknown, and its a common hub for Dwarf refugees from destroyed settlements. The king Byrrnoth Grundadrakk is noted as a traditionalist with a lore blurb noting that despite his popularity its unknown how long Barak Varr will remain friendly to nonDwarfs and Dwarf outsiders, but his only actions were elevating the Longbeards and Hammerers in station and requiring Dwarf children attend some time in Karak Kadrin before adulthood. The most notable group in Barak Varr are the Storm Wardens (entirely unrelated to the [[Storm Wardens|40k force of the same name]]), a Dwarf faction of military forces that both act as scouts and heralds to warn all of Karaz Ankor of threats and saving the day at the last minute when those threats manifest. The leader Karnji Ravenbeard is the typical Warhammer master strategist character and relies on non-Dwarfy battle tactics. Barak Varr Rangers generally operate within the Storm Wardens while a large group of Hammerers function both as the backbone of the army and the messengers bearing Storm Warden news sent by Ravenbeard. Purple with cream highlights is the color scheme of Barak Varr, with their symbols being an open-faced mountain and a roaring beast with red and gold. The colors of the Storm Wardens are not identified, though the model for Karnji Ravenbeard makes his armor, cloth, and even the feathers on his helmet black with gold details. * '''Oakenhammer''' It exists, and is on the border between Karaz Ankor and Sylvania. There's almost no lore otherwise. * '''Karak Azorn''' Easternmost Hold, in the Mountains Of Mourn. Destroyed by an unending horde of Ogres. * '''Isle of Zul''' Island outpost of Barak Varr. * '''Axehelm''' Found in the Empire, apparently a Dwarf settlement of some kind that has been destroyed. * '''Karak Angazbar''' Has decent metal mining, metalworking, and trade industries. Nearby settlements are a small mine called Grung Tepskaf and a fortress called Migdhal Vongalbvak. Ruled by Duregar Sharpblade. * '''Habercrybs''' The hills south of Altdorf, which have mixed Dwarf and human populations in mining communities. * '''Karak Azorn'''
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