The World of
Two peoples. One mountain. An ancient power stirring beneath. This is the story of the Ironveil Wars.
“Three weeks on leaking barges. Half the fleet sank in the Straits. But we made it. This valley... it will do.”
- Grizzik One-Ear, Warchief of the Ashland Clans
Two desperate peoples collide in the Ironveil Mountains. The dwarves are defending their ancient homeland from what they see as invaders. The goblins are refugees fleeing a poisoned homeland across the sea, looking for anywhere to survive. As skirmishes escalate into full-scale war, both sides are drawn deeper into the mountains — where they discover that neither of them is the oldest thing living in the stone.
For three centuries, Greyhelm Hold has been their fortress, their home, their identity carved into living stone. Led by Thane Borin Deepforge, they are master builders, fierce warriors, and stubborn as the mountain itself.
"The mountain is ours. We have spent a thousand years making that true. Whatever came before can stay buried."
Driven from their poisoned homeland, the Ashland clans crossed treacherous seas on leaking barges. Led by Grizzik One-Ear, they are survivors, scrappy, inventive, and ruthlessly pragmatic. In this new land of stone and snow, they must build, breed, and fight for every scrap of territory.
"Forward or death. There is no fleet to carry us back."

Four hundred miles of stone teeth running through the heart of Aethermere. The mountains were shaped by vast automated systems in an age before recorded history. Ore veins run in geometric patterns. Tunnels that no dwarf carved extend into depths that no map records. On moonless nights, a faint blue-white glow pulses from the deep places.

The largest and oldest dwarven hold, carved into the western face below Greyhelm Peak. Home to forty thousand dwarves, the Hall of Ancestors, the Great Forge, and the Grudge Archive. For a thousand years, the mountain folk have called this fortress home.

The widest crossing through the Ironveil, double-walled and heavily fortified. The primary chokepoint between east and west, and the site of the war's first major battle. Both sides paid dearly for control of this narrow corridor of stone.

Sealed three generations ago after a collapse killed forty miners. Survivors spoke of script carved into walls older than any dwarven settlement. No one has been back since. The seal holds. For now.
~50,000 years ago
Vast automated systems shape the Ironveil Mountains, laying ore veins in geometric patterns and carving the deep tunnel networks.
~3,200 years ago
Proto-dwarves and proto-goblins seal something deep beneath the mountains with three runestones. What they sealed — and why — is lost to time.
Year 0 AH
The first dwarves carve Greyhelm Hold into the Ironveil's western face. The Seven Holds are established over the next two centuries.
~200 AH
Goblin civilization flourishes in the volcanic Ashlands. Five great cities arise, powered by geothermal engineering and fungal agriculture.
500-700 AH
The golden age. Seven Holds wealthy and secure. Smog Cities productive and innovative. Trade flows freely across the continent.
995 AH
The Boomwrights' Guild cracks the vent system. The Smog Cities are destroyed. Eighty percent of the goblin population dies in three days.
995-996 AH
Two hundred barges cross the Ember Straits. Half sink. Forty thousand survivors push inland to the Ironveil Mountains.
1012 AH
The war continues. Mines run deeper. Old tunnels groan. And on moonless nights, a faint glow pulses from somewhere far below.
Six heroes drive the story across 32 missions. Each levels up, gains abilities, and faces choices that will define who their people become.

Dwarf Warrior-King
Leader of Greyhelm Hold. A proud, stubborn warrior who believes the mountain belongs to his people by right of a thousand years of sweat and stone. What the war will cost him — and teach him — remains to be seen.
"The mountain is ours. That is not a negotiation."

Dwarf Scout Commander
Flamebraid. The finest crossbow in the mountain kingdoms. First to scout the newcomers, first to report back. What she saw in those lowland camps unsettled her more than any goblin warband could.
"They seemed more scared of us than anything."

Dwarf Runesmith Scholar
Keeper of the deep runes and the oldest living dwarf in Greyhelm. Has spent decades studying texts that no one else can read. Lately, the old scripts have started making a terrible kind of sense.
"The ancestors sealed those tunnels for a reason, Borin."

Goblin Warchief
Leader of the Ashland refugee clans. Lost his ear, his homeland, and half his people on the crossing. What he hasn't lost is the conviction that survival doesn't have to mean becoming something worse.
"Forward or death. There is no fleet to carry us back."

Goblin Demolitionist
Boomfist. If it can explode, Skara has already improved it. Sarcastic, brilliant, and equally dangerous to friend and foe. Give her scrap metal and five minutes, and she'll give you a problem for whoever's on the other end.
"Pretty walls. Shame about the foundations."

Goblin Shaman Elder
Spirit-speaker. The shamans say the ancestors whisper through him. Barefoot, half-mad, and unsettlingly perceptive. Since landfall, the whispers have been getting louder — and they're not coming from the ancestors.
"Gold in the deep, Warchief. But something else lives down there too."
Dwarf Campaign
16 missions across 4 acts. Defend Greyhelm Hold, hold the frontier, and discover what the ancestors buried beneath the mountain — and why.

Act I
Greyhelm Hold is struggling. Mines running dry, granaries at quarter capacity. When green-skinned strangers appear in the lowlands, the mountain folk must rebuild their strength while deciding how to respond to the newcomers.

Act II
The frontier erupts. Anvil Pass becomes the first major battlefield, and Borin must hold the line with dwindling resources. Desperate times demand desperate measures — including reopening places the ancestors sealed shut for good reason.

Act III
Runvar has found something in the archives. Something that changes everything. The war above may not be the real threat.

Act IV
The mountain itself has a voice. And it is not pleased.
Goblin Campaign
16 missions across 4 acts. Build a new homeland from nothing, face the same war from the other side, and find out what your people are willing to become in order to survive.

Act I
Three weeks on leaking barges. Half the fleet sank. The last of the Ashland clans make shore with nothing but the tools on their backs. Behind them, the homeland glows with poison. There is no way back.

Act II
The mountain folk have walls, crossbows, and every tactical advantage. The clans have Skara, empty pockets, and nothing left to lose. Survival means pushing deeper into territory no one was meant to enter.

Act III
The emotional core of the campaign. War demands choices that define a people. Grizzik faces the hardest one of all.

Act IV
Mok has been hearing voices from below. Now everyone else will too. The Long March ends — but not how anyone expected.
Key battles appear in both campaigns, fought from opposite sides of the line. What looks like aggression from one perspective looks like survival from the other. The same events hit differently depending on whose flag you carry.
Play both campaigns to understand the full story. Neither side is wholly right. Neither side is wholly wrong. The truth lies somewhere between the grudge book and the refugee camp.
Neither side chose this conflict. One is defending home. The other is searching for one.
The hardest choice in war is not to fight harder, but to stop fighting when you have every reason not to.
The Ironveil is not a backdrop. It is alive, ancient, and it has its own agenda.
One reads ancient texts. The other hears voices in the stone. Two paths toward the same truth — if they can survive long enough to compare notes.
Coming Soon
The Ironveil Wars are just the beginning. Future campaigns will explore the Ratmen of the Underhive, the ancient Lizardmen of the Star Empire, and the three Elven factions as they are drawn into the conflict. Each campaign adds new heroes, new missions, and new perspectives on the world of Shards of Stone.
32 campaign missions. Two full campaigns. Six heroes. One war that changes everything.
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