"Whats this do?" Asked the visting Human.
"That," Dugfar replied. "Is my- Wait! Don’t tou-"
...and with that they were buried alive.
The Grand Forge of Karak is known more generally as the Forge of Woe, for none can use it and remain untouched.
In some ways, the Dwarves of Urek were ahead of their time. Masters of metallurgy and alchemy, they had numerous technologies the human kingdoms were unaware of.
If you think the ones with the axes and beards are bad, wait until you stumble across a nest of feral dwarves…
The proud dwarven Captain Dugfar stood atop his mighty machine of magic and stone looking down the mountain they had just emerged from; letting the wind whip his beard over his shoulder… "This is a proud day for the Dwarves!" He bellowed. "...and this is just the start!"
With a huge number of sacrificial victims, another realm long ago secretly bound a Prince of the land spirits, Iorstonn by name, thus ensuring the fertility, and improving the magical defences, of their realm. But binding that Prince to one spot has disrupted the weather and magical patterns (ley lines?) over half the continent. Things have become bad enough that a coalition has been formed to rectify the situation, once divinations have established the cause.
Your party is one of the teams assembled to do the rectification: find the binding object and steal it ("so that we can destroy it here in our realm, of course"...*) or destroy it over there. Presumably the Prince will be grateful to his rescuers and angry at the binders, but with a greater spirit like Iorstonn one can never be sure: such beings are "tricksy".
* Of course, the rulers of our realm might want to control Iorstonn for their own ends...