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===Age of Chaos=== The Kharadron Overlords were born with the fall of the last of the Mountain Kingdoms. The old Khazalid mountain empires being overrun one by one by Tzeentch's endless hordes. Those that survived realized that trying to defend their holdouts was futile as they were hopelessly outnumbered and their allies already besieged in other realms. With little options remaining they fled to the small skyforts and outposts that floated around, hiding in the clouds. Realizing that to maintain these new holdouts they would require greater amounts of Aether-Gold, as they had limited access to the Chamonite realmstone on the ground or even just most resources in general. It was at this time that the first true mass-scale harvesting of magical substance took place. During this time, their society grew but resources in that limited space ran scarce. They were forced to mine the same limited aether-gold veins as other sky-ports and thus fought against each other for them. This marked the beginning of the Time of Reaving, where the Kharadron almost plunged in a civil war. In order to avoid this, the nascent sky-ports (also known as Baraks) decided to convene a meeting on the floating island of Madralta. In this Conference of Madralta, the Kharadron Overlords agreed finally on nine artycles (yeah, no joke, Olde Englische Butcherede) and a boatload of amendments and footnotes to those artycles. These would become the Kharadron Code. Or the Code. ("Really more of a guideline.") And thus their society would be shaped forever into what was to become. The Code acted like a set of laws, a constitution, and a set of guidelines: governance both of the ports and ships, how to trade, when to fight and retreat. All guided on the increase of the personal wealth and profit of the Kharadron. Things like tradition and superstition were seen as detrimental, remnants of an old age that had almost brought them into extinction. The Kharadron wouldn't be ruled by gods nor kings despite them acknowledging the existence of both, but by wise and successful dwarfs who knew what to do. Following the stabilization of their new society the Kharadron for the most part kept to themselves and rarely made expeditions to the ground. Except in cases of requirement such as resource gathering or trying to excavate their old duardin holds. Because of this and their well-defended positions the Kharadron endured better than many other civilizations during the age of chaos, with only a few holds truly being threatened during this time. This was when the veneration of Gods was generally abandoned and codified as, for the most part, none of the old pantheon protected or guided them, not even their old god Grungni. This was further exacerbated by the fact that their suffering was caused by the Chaos God Tzeentch and his followers. Turned out Grungi believed deeply in his followers making their own decisions and way in the world and was focused on making the Stormcast to kick Chaos back where they came from, so he did little to aid them. Grungni would later come to regret this inaction as it led to the deaths of many of his people that he could have prevented and damaged their relationship. But this is all too late for his former followers as now many Khardron want nothing to do with him, and developed a large chip on their collective shoulders about gods and magic. Instead turning their attention to both monetary and scientific concerns.
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