Overview[edit | edit source]
The Dwarfs of Zhufbar often come into conflict with the Vampire Counts who are directly west of them.
Background[edit | edit source]
Twin hold to Karak Varn, Zhufbar (Khazalid for "Torrent-gate") is the hold where the metals, Gromril in particular, mined out from beneath Karak Varn are smelted and forged into the weapons and armour which make the Dwarfs famous.
The most mechanized of strongholds, Zhufbar is built into a deep chasm worn over time from a torrential waterfall that cascades down through its centre. The sound of thousands of grinding water wheels, wheezing bellows and pounding drop hammers echoes off nearby peaks - a never-ceasing tumult of industry. Spark-ridden smog wreaths the peak above, and at night, the chasm glows from untold furnace fires. Rebuilt after its near-destruction during the Time of Woes, Zhufbar is the centre of metalwork for the Karaz Ankor and also contains the principal shrine of the Dwarf Engineer's Guild. Although it is surrounded by greenskin tribes, and its lowermost levels are riddled with Skaven, Zhufbar stands strong. In addition to its visible defences, the stronghold also contains a series of retractable towers, iron-clad gun bunkers and rune-protected blast walls. A formidable airfleet, berthed in telescopic launch bays hidden about the mountainside, also ensures that besieging forces never survive for long.
Provinces[edit | edit source]
- Old World
- Mortal Empires
Strategy[edit | edit source]
- Zhufbar is the closest Dawi faction to Karak Kadrin and serves as a natural ally against the Red Eye tribe and nearby Vampires.
- They can also serve as an ally and buffer to the Vampire Counts when playing as Thorgrim or Grombrindal.
- If the Vampire Counts or Von Carsteins want to expand into the mountains, Zhufbar is the first threat they must face.