Pancho wrote:I think we’ll have to be even less exact when pinpointing the origins of those two, as there is even less to go by.
Like Kurgan said the dwarf is from the Worlds Edge Mountains, which doesn’t really help too much as they are extremely vast and have lots of Dwarf holds.
Oh I don't know, I think we can get a lot more specific than that...
While we never got a dwarf specific HQ quest pack (unless you consider Kellar's Keep as such) we still can make several educated guesses as to the possible homeland of the HQ dwarf hero within the World's Edge Mountains.
Explicitly stated he is from the World's Edge mountains so we can automatically eliminate any relatively recent dwarf holds in the Grey or Black Mountains, or Barak Varr the Sea Gate.
Also, the sundered dwarfs, descendants from lost holds of the World's Edge Mountains in dark ages past that are now living in the realms of men (inspired by the Hobbit) can be excluded even though they would eagerly seek adventuring, these former holds have long been lost beyond even the long lifespan of dwarfs some millennia ago, so few could claim the World's edge mountains as anything beyond their ancestral home. the statement "from the World's Edge Mountains" doesn't meet that claim.
The mighty dwarf kingdom of old that delved the breadth and length of the World's Edge Mountains was severely weakened after the long War of Vengeance also known as the War of the Beard, which was fought against the elves, occurring long ago beginning in the year -1997 and finishing in -1600, hundreds of years before Sigmar founded the Empire. (inspired by Tolkien's war against the elves in Middle Earth for the treasure necklace Nauglamír.)
Some 100 years later circa -1500 was known as the Time of Woes when their vast kingdom was finally broken and many ancient dwarven holds were lost. The Underway, a mighty underground passage linking holds to each other was riven by volcanoes and earthquakes and invaded by the many enemies of the dwarf race who took many of the dwarf diggings for their own forever. Several holds fell to goblins, orcs, skaven or vampires. Thousands of years have gone by since most of these holds were taken from the dwarfs, giving their enemies ample time to permanently entrench their own occupations; far too long for the HQ dwarf to claim as his home any of the lost holds if we place HQ at 2304-2330's during the early years of Emperor Magnus's reign.
Karak Varn at the junction of the World's Edge and Black mountains also known as Cragmere and the location of the Kellar's Keep questbook is directly inspired by Tolkien's lost Dwarf hold of Khazad-dûm, renamed Moria.
The known occupied dwarf holds in the World's Edge Mountains are:
Karak Kadrin the Slayer Keep, is home only to Dwarf slayers who have taken an oath to die in combat to avenge or assuage some loss or grievance. Pride and honor are everything to a dwarf and if they are slighted or offended they often never recover or forgive. We know for certain the dwarf hero of HeroQuest can't be from there as he has taken no such oath, as slayers forsake armor and dye their hair orange to show all other dwarfs they have taken the vow to die killing as many monstrous foes of the dwarfs as they can take with them. Only the most unsuccessful in fulfilling their oath survive for long or ironically those extremely skilled in combat who then are forced to seek out even more deadly and terrifying foes to finally achieve the combat death they seek to redeem their honor in their own eyes. The Dwarf in the White Dwarf Quest: Halls of Durrag Dol that is an optional HQ player character, Kili Thekkrsson is a troll slayer, and COULD hail from Karak Kadrin.
The dwarf hold of
Zhufbar is known for it's technology and innovation, making wonderous machines. Engineers and guilds of various crafts are the mainstay of the hold, and it is the primary source of Dwarven trade with the Empire. While many dwarfs from Zhubar can be found inside the Empire teaching stonework, black powder gunnery, smithing, mining, gemcutting, engineering etc. or simply as trading merchants, the dwarf figure seems much more traditional in his accoutrement than the new-fangled dwarfs tech of Zhufbar. I would rank Zhubar as not very likely for the more traditional looking HeroQuest dwarf's home.
Karaz-A-Karak or
Everpeak is the home of the high king of the dwarfs the remaining core of the shattered Dwarf kingdom, and is fairly insular in their relations with the outside world beyond their undying gratitude for the Emperor Sigmar for saving the High King, who gave Sigmar the Ghal Maraz warhammer (inspiring the namesake of the entire setting) and forever after counting men as their allies. Their haughty demeanor is similar to the Mountain Dwarves of D&D rarely dealing with other surface races and even looking down on the more common Hill Dwarves closer to the surface.
Few wandering dwarfs to the surface realms beyond official envoys of the high king are likely to ever leave the high king's hold or leave off defending the countless corridors and passageways underneath Everpeak unless in great need. Staunch traditionalists and forever grudge holders (the Great Book of Grudges is held here) with extremely long memories, they favor tried and true traditions and methods that have held for hundreds or thousands of years rather than trying new things such as adventuring for treasure with manlings or even dreaming of befriending an elf. Adventurers such as the HeroQuest dwarf hailing from Karaz-A-Karak seems very remote.
The surface stronghold held at
Karak Eight Peaks by the the Throng of Belegar, is besieged on all sides by enemies in their desperate attempt to regain their lost hold. Surrounded and outnumbered, they have no dwarfs to spare for frivolity or wanderlust, they are locked in a grim battle of pride and death to reclaim their ancestral home or die trying.
Far to the south adjacent to the badlands is
Karak Azul the Iron Peak home to the best weapons smithies, runesmiths and armorers. This one does make an interesting possibility for the hearth-keep of an adventuring dwarf, if it wasn't many leagues far away from the Empire making any word or summons from Mentor weeks or months late in reply.
Likewise, far to the north in the World's Edge Mountains is the isolated hold of
Kraka Drak, whose human neighbors are the fierce Norse not the Empire. Many hundreds of leagues separate them from their nearest dwarven kin and they have taken on customs and language of Norsca that estrange them from their southern distant relatives. They only nominally hold the High King as the leader of all dwarfs having recently reestablished contact with the more Southern holds as the need for all dwarfs to stand together is great to preserve their dwindling race. It would be rare indeed to see such a norse dwarf so far from his home. Their style and battle attire is much influenced by their viking-like neighbors and the fierce cold of the north. I doubt our dwarf hero is from the far north based on appearance alone.
Karak Azgul also far to the distant south of the Empire, was destroyed and invaded by a dragon, now known as
Dragon Crag. The dragon finally slain, the delve has been subsequently invaded by skaven, orcs and goblins in search of the stolen dragon hoard who desecrate the former home of the dwarfs as their own. A small number of Dwarf gatekeepers who prevent the treasures of their ancestors from being stolen away live at the surface and guard the entrance to this dangerous dungeon, attempting to probe it's depths for lost but not forgotten treasures to return them to the hands of dwarfs. Rather than a homeland, it is a better destination for a dwarf adventurer to travel to attempting to earn fame, riches and glory...
Countless small Dwarven outposts, lookouts, settlements, colonies and mineworks dot the World's Edge Mountains; our dwarf could reasonably come from any of these tiny enclaves of dwarfs. Destiny favors the few, however and a mighty hero of humble origins seems slightly less likely than a dwarf hero or champion from a renowned hold. These dwarfs might not have access to venerable weapons and armor of their ancestors passed from generation to generation, being from poorer stock. The painting used for the HQ dwarf on the character card is actually the first incarnation of
The White Dwarf, the mascot of the whole Games Workshop company, and the namesake of it's flagship magazine. His armor and weapon seem ancient and very valuable, his beard is long and white, hardly a fresh beardling starting off with little more than the clothes on his back seeking treasure. In fact, in Warhammer, veterans are called longbeards, and the model is suitable for that unit. The painting is slightly incongruous perhaps to a starting adventurer in our board game, but perhaps no more so than an elf who might be hundreds of years old as well.
Make of that what you will; while true we cannot pinpoint with any certainty his home location in the World's Edge Mountains we can narrow some possibilities based on available Warhammer resources considerably.
By Crom I'll split you crown to crotch to see if your guts are yellow as I think they are nithing BARBARIAN Ulrich
The last music you shall ever hear will be my bowstring as your forehead sprouts a feathered shaft, pity ELF Cael Darkhollow
Tomes grimoires manuals atlas formularies compendiums codexes bestiaries folios scrolls... Am I missing anything before we leave? WIZARD Eldritch Heironymous KigamMagister
Some quick axe work an' we can count the coins and gems DWARF Wulfram Magnussen