WAR SPOILS LORE


THE WAR BENEATH THE WORLD
Deep beneath the mountains, two empires stand on the edge of ruin.
The Dwarven Kingdom fights to preserve an age of stone, steel, and sacred oaths. The Goblin clans gather beneath a mother whose hunger has no end.
Neither side seeks peace.
Both seek the spoils.




THE WORLD
AN AGE OF BROKEN KINGDOMS
For centuries, the great holds of the dwarves controlled the roads, mines, and buried kingdoms beneath the earth.
Their halls blazed with forge-fire. Their armies marched behind shield walls of steel. Ancient Runestones preserved knowledge that lesser civilizations had forgotten.
But the old kingdom is weakening.
Mines have fallen silent. Fortresses stand abandoned. Rival clans whisper that the High King has lost the favor of the ancestors.
Beyond the ruined gates, something is multiplying.
The goblins are no longer scattered raiders.
They are becoming an army.

THE DWARVEN KINGDOM

THE LAST GREAT HOLD
The dwarves built their kingdom to outlive history.
Every hall was carved to endure. Every oath was meant to bind generations. Every warrior was expected to stand where their ancestors stood before them.
Now those traditions are being tested.
Goblin armies have seized mines, broken trade routes, and defiled halls once thought untouchable. Ancient weapons are pulled from sealed vaults. Prototype war machines thunder through tunnels never built to carry them.
At the center of the kingdom sits High King Durgrim, ruler of a realm that refuses to admit it is dying.
He does not promise victory.
He commands that the line be held.

DWARVEN STRENGTHS
“Stone remembers. Steel answers.”
Disciplined formations
Heavy armor
Gunpowder weapons
Unbreakable defensive lines

THE GOBLIN CLANS
CHILDREN OF THE RED MAW
A goblin clan does not begin with a banner, a fortress, or a king.
It begins with a Mother.
Every goblin of the Red Maw was born beneath the gaze of Scrap-Queen Grotmaw, the enormous mother of the clan. To hear her speak a goblin’s name may grant status beyond measure or mark them for a terrible end.
Her children do not fight for honor.
They fight to be noticed.
Warlords compete for her favor. Priests interpret her hunger. Scavengers drag stolen weapons into the nursery for her approval. Every victory becomes an offering placed before her throne.
The goblins quarrel constantly, but never openly enough to invite Mother’s wrath.
Their greatest strength is devotion.
Their greatest weakness is jealousy.

GOBLIN STRENGTHS
“Mother remembers the child who brings her victory.”

Overwhelming numbers

Ambushes

Crude inventions
THE WAR


WHY THEY FIGHT
he dwarves claim the deep roads, mines, and ancient strongholds belong to them by blood and oath.
The goblins claim whatever they can seize, carry, eat, burn, or present to Mother.
Gold fuels armies.
Territory creates power.
Every ruined fortress contains weapons, relics, and secrets capable of changing the war.
What begins as a battle for land soon becomes a struggle over the buried history of the world itself.
The deeper both armies march, the more they discover that something older than either kingdom may be waiting beneath them.



MEMORIES CARVED IN STONE

THE RUNESTONES
Runestones are among the most sacred creations of the dwarves.
They preserve maps, military records, royal decrees, engineering designs, and fragments of knowledge from forgotten ages. To the dwarves, they are the living memory of their civilization.
To the goblins, they are treasures waiting to be cracked open.
Some believe the Runestones contain the means to save the Dwarven Kingdom.
Others fear they contain the reason it began to fall.

THE SPOILS
VICTORY IS MORE THAN SURVIVAL

Every battlefield leaves something behind.
Gold. Weapons. Relics. Prisoners. Territory. Knowledge.
These are the spoils of war, and both armies need them to survive.
A captured mine can fund an invasion. A stolen Runestone can reveal a hidden road. A legendary weapon can turn an unknown soldier into a name remembered for generations.
In War Spoils, no victory is empty.
Every conquest changes what comes next.
THE ONE WHO WATCHES

THE MYSTERIOUS FIGURE
Across ruined halls and forgotten battlefields, stories speak of a hooded wanderer.
He carries no banner.
He kneels beside the fallen, gathers fragments left behind, and disappears before either army arrives.
Some call him a grave robber.
Others call him a chronicler.
No one knows which side he serves, or why he seems to know where the next battle will begin.
But wherever he walks, war follows.





