Moon Guard Wiki
The Kingdom of Ironforge


Dwarf Crest.png
Coat of Arms

The Gates of Ironforge (Capital)
Cities and Towns



Major Settlements

Minor Settlements

  • Anvilmar
  • Dun Modr
  • Dun Algaz
  • Various Dwarven Thanedoms


(Low) Millions









Senatorial, Hereditary Monarchy


  • King Magni Bronzebeard (formerly)

Council of Three Hammers (Regency Government):

  • High Thane Muradin Bronzebeard
  • Queen-Regent Moira Thaurissan
  • High Thane Falstad Wildhammer
  • Heir (Presumptive)

Prince Dagran Thaurissan II




Khaz Modan



Dwarven Coinage


  • Raw Ore (Gold, Silver, Iron, etc.)
  • Engineered Goods
  • Technology
  • Weapons
  • Guns
  • Munitions
  • Armor
  • Fine Jewelry
  • Ale & Spirits
  • Others


  • Red and gold (flag)
  • Ivy green and gold (crest)


The Kingdom of Ironforge is one of three dwarven nations within the sub-continent of Khaz Modan. The Kingdom's capital city is Ironforge, a magnificent ancient stronghold built within the Ironforge Mountain.

For nearly a millennia, the Kingdom of Ironforge has enjoyed great prosperity, in part owed to its firm control over the rich natural resources within the region, as well as its industrial, commercial, and military prowess. The government is established as a senatorial hereditary monarchy, currently reigned by the executive Council of Three Hammers, composed of one representative from each major dwarven clan, until heir-presumptive Prince Dagran Thaurissan II comes of age. The Assembly of Three Hammers currently serves as Khaz Modan's unified provisional legislature.


For centuries, the Kingdom of Ironforge was traditionally ruled by the Bronzebeard Clan, a royal dynasty that was cemented following the clan's decisive victory during the War of the Three Hammers.

However, following the petrification of King Magni Bronzebeard, a constitutional crisis ensued that again brought the dwarves to the brink of civil war. In the wake of King Magni's petrification, estranged Princess (and now Queen-Regent of the Dark Iron) Moira Thaurissan (born Bronzebeard) returned to Ironforge with her infant son, Dagran Thaurissan II, to claim the throne for herself and (later) the infant prince. As the son of Princess Moira of Ironforge and Emperor Dagran Thaurissan I of Shadowforge, Prince Dagran II stands as the (albeit controversial) legitimate heir to both the thrones of Ironforge and Shadowforge.

Following her coup, and backed by the might of the might of the Dark Iron clans, Moira the Queen-Regent briefly ruled Ironforge arrogantly and with an iron fist. Among other authoritarian decrees, she had the gryphons moved out of the city, ordered the Deeprun Tram closed, and effectively held all of Ironforge hostage, including Prince Anduin Wrynn of Stormwind, who arrived on an official state visit with the late King, shortly before his petrification.

After Prince Anduin managed to escape from Ironforge, he recounted to his father, King Varian Wyrnn, the coup that had been orchestrated by Moira and her Dark Iron bannermen, as well as his lengthy hostage within the capital. Enraged by the news, King Varian and eighteen SI:7 operatives embarked on a mission to liberate Ironforge and assassinate the authoritarian Queen-Regent.

When King Varian was about to execute Moira, Prince Anduin — who had rushed back to Ironforge — convinced his father that it would be better to guide her to become a better leader instead. Despite the Queen-Regent being a verified tyrant who held the entire capital hostage, she was still the legitimate heir to the throne. Killing her, they feared, would only put the succession of the Kingdom of Ironforge into question, thus potentially leading to another bloody civil war rivalling even the likes of the War of the Three Hammers. Conversely, if she lived, there was a possibility that, through her and her son, all dwarven clans could finally unite in harmony.

Conflicted, King Varian hesitantly agreed to spare Moira's life, but stipulated that if Moira was to be a true leader and unite the dwarves, then she would have to earn her crown by earning her people's respect. In order to take into account the opinions of all dwarven clans, King Varian called for the formation of the Council of Three Hammers, a provisional executive council consisting of Queen-Regent Moira of the Dark Iron, High Thane Muradin of the Bronzebeards, and High Thane Falstad of the Wildhammer. Shortly afterwards, the Council established the Assembly of Three Hammers to rule as Khaz Modan's provisional legislative government.


Dun Morogh

See main article: Dun Morogh

Home to the Kingdom's capital city of Ironforge, Dun Morogh is the snowy, mountainous region located in western Khaz Modan. Although the Kingdom of Ironforge controls virtually all of Dun Morogh, the gnomes of Gnomeregan control a small western portion of the region. The township of Kharanos is one the region's main settlements.

Loch Modan

See main article: Loch Modan

The Loch is the Kingdom's central geographical region. Despite its serene appearance, Loch Modan has seen its share of conflict and bloodshed during the Second War. Before the Cataclysm, the area was very beautiful and contained one of Azeroth's greatest architectural wonders, the Stonewrought Dam. Following the great sundering of the world, the Dam was destroyed, emptying the once-magnificent Loch with it. The township of Thelsamar is one of the region's main settlements.

The Wetlands

See main article: Wetlands

The Wetlands, to the north, is a marshy, water-logged region has been the site of many of Khaz Modan's historic battles. Although various wars have reduced many dwarven strongholds in the region to rubble, there are a few surviving thanedoms in the area, most prominently, Dun Modr. To west, at the foot of Baradin Bay, lies Menethil Harbor, a once-great outpost of the Grand Alliance, now partially sunken due to the tectonic events of the Cataclysm.

Colonial Territories

The Kingdom of Ironforge maintains several colonial territories abroad, including Bael Modan and Baraz Modan, located in the Southern Barrens and the Stonetalon Mountains, respectively.

Contested Territories

  • The Badlands, an arid and desolate region located just south of the Loch, only technically still belongs to the Kingdom of Ironforge. Once a lush and verdant valley, the Badlands were scorched by dark magic and transformed it into the barren wasteland it is today.



The Kingdom of Ironforge is largely inhabited by Bronzebeard dwarves, citizens and clans who owe their allegiance to the mighty Clan Bronzebeard. Although Ironforge can be considered to be a very egalitarian society, like many kingdoms there exists a sort of natural hierarchy. Below the kingdom's monarchy is a class of wealthy and prestigious noble clans. These clans and their great Thanes (Lords) typically administer territorial holdings (known as thanedoms) on behalf of the monarch. These holdings were typically bequeathed to the Ironforge's most loyal vassals, often achieved through great military feats or other prominent service to the Kingdom.

Although occupying the most elite of dwarven circles, these prestigious families would be nothing without the brave and noble warriors within their ranks. Like the rest of dwarven society, the citizens of Ironforge hold great reverence for their courageous champions; those who willingly take up arms and lay down their lives in service of the kingdom, their families, or otherwise. Some of the greatest warriors are honored with medals, titles, statues of their likeness, and, in some cases, lands of their own.

As the monarch, their government, and their vassals may serve as the head of the Kingdom — Ironforge's brave warriors and guardians their brawn — then it is undoubtedly the common man that serves as the country's backbone. From merchants, to miners, to smiths, and beyond, it is the hard work of millions of average dwarves that keeps the Kingdom (and its coffers) healthy and virile.

From top to bottom, for rich or for poor, the meritocratic dwarves of Ironforge are all entitled to their rights, opinions, and aspirations.

Customs and Traditions

The dwarves of Ironforge, like the rest of their cousins, are a strong and resilient people steeped in tradition, with a natural zest for combat, craft, exploration, and fine ale and spirits.

With long lifespans that can (with good health and fortune) reach an upwards of 400 years, the dwarves of Ironforge can spend centuries gathering knowledge, fine-tuning their skills, exploring the ends of the earth, or otherwise. Likewise, while a typical dwarf initially reaches physical maturation at the same rate as their human counterparts, the natural process of aging slows significantly thereafter. In most circles, dwarves are not considered to reach cultural "adulthood" until around the age of 40.

Combat and Hunting

As a mostly virile people, many dwarves tend to enjoy combative sport, including sparring, boxing, or hunting. Be it by hammer, by axe, by gun, or by fist, many dwarves of Ironforge enjoy exercising their seemingly natural prowess for combat. But beyond game or sport, combat is considered an integral part of many honorable dwarven traditions as well. Honor duels, for example, are carried out - with fists or weapons - typically for one of two reasons: one, as a rite of passage; or two, as a means to redeem the honor of an individual or a clan at-large. In most cases, honor can be proven or redeemed regardless of winning of losing, provided that the individual fights honorably.

History and Exploration

From the very inception of their civilization, the dwarves of Ironforge have been naturally curious of their origins and surroundings. Through mining and exploration, the dwarves unearthed a series of ruins that held the key to the secrets of their lost heritage. Over time, the fields of archaeology and surveyance developed and gained prominence within the Kingdom, so much so that even King Magni himself pushed for the creation of the Explorer's League.

Alongside the League's masterful archaeologists and explorers, the Kingdom's royal historians, scribes, and curators have built up an impressive collection of historical documents, artifacts, and fossils that have helped piece together over an millenia's worth of dwarven history. Today, many dwarves make a concious effort to keep record of their history, be it their own or that of their clan, through archival writings, art, stories, or otherwise. Likewise, elders are considered living lifelines to the past, and typically hold the respect of younger generations - for this, and for their past glories and achievements.

Dwarven Craft

The Kingdom of Ironforge is famously home to some of the greatest smiths, engineers, and artisans that Azeroth has to offer. Countless battles have been won with dwarvish guns, steel, and siege technology, and in close partnership with the gnomes of Gnomeregan, the Kingdom of Ironforge has become a powerhouse for state-of-the-art engineering, armory, and munitions products. Beyond the implements of war, the Kingdom is also one of the largest exporters of fine jewelry across the continent. Vastly rich in natural resources, the mines of Ironforge continuously unearth a steady supply of gold, silver, and gems - with only the finest cuts sent off to the capital's jewelers and designers. From modest lockets to priceless crowns, dwarven jewelry continues to leave its mark across all walks of life.

However, perhaps most famous of all dwarven exports are their world-class ales and spirits. The Kingdom houses several renowned breweries and distilleries that continue to quench the thirst of the continent. Whether one is raising a toast or drowning their sorrows, the dwarves of Ironforge are proud of their fine alcoholic beverages.

Other notable exports include raw ore, ingots, lumber, and fur.


While there is no official state religion in the Kingdom of Ironforge, many citizens worship the Titans, the Holy Light, or often times both. Shamanism, devoted to the ancestral spiritual guides and elements of the earth, is also practiced in some circles.

The dwarves of Khaz Modan typically hold great reverence for the Titans — specifically, Khaz'Goroth, the legendary shaper and forger of worlds, and fabled creator of dwarfkind. Eternally curious of their origins, many dwarven explorers, historians, and archaeologists have devoted their life to uncovering the titanic mysteries of the past.

From the inception of their kind, many dwarves were also exposed to the inherent worldly energy of the Light, eventually learning to control and use it for its powerful healing properties. For a long time, Light-benders were few and far in between, often occupying the role of medics devoted to mending the wounds and afflictions of their fellow brothers and sisters. It was not until human missionaries arrived in Khaz Modan that the dwarves were formally introduced to the Church of the Holy Light. Today, the religion is spread far and wide across Khaz Modan, boasting hundreds of thousands of practioners, including blessed priests and paladins. The Silver Hand of Khaz Modan is the most prominent circle of holy knights in the Kingdom.