If the Brass Guardians are allowed (if not then it just means rejigging 98 points, probably adding a ranger group) then below is the army list for my force so far (note I haven't decided how to hand out the 'war chest' items yet, and have money to play with with some of the units still).
The Warriors of the Sacred Forge:
Commanders:
1 x 12th level Dwarven Fighter, Tharizdan Argentfist, Lord of the Steel Bastion - CR 12 - 144pts
1 x 7th level Dwarven Wizard, Arizman Ferrumar, Master Wizard of the Steel Bastion - CR 7 - 49pts
1 x 7th level Dwarven Cleric, Cupril Firesmith, Smith-Deacon of the Forge - CR 7 - 49pts
Officers:
5 x 3rd level Dwarven Wizard, Thaumaturge of the Steel Bastion - CR 3 each - 45pts
5 x 3rd level Dwarven Cleric, Smith-Cleric of the Forge - CR 3 each - 45pts
Troops:
30 x 3rd level Dwarven Fighter, Forge Guard Elite - CR 3 each - 270pts
30 x 2nd level Dwarven Monk, Iron Monk - CR 2 each - 120pts
90 x 1st level Dwarven Fighter, Defender of the Steel Bastion - CR 1 each - 90pts
Support:
10 x Magma Mephit - CR 3 each - 90pts
2 x Brass Guardian - CR 7 each - 98pts
Total: 1000pts
War Chest Purchases:
441gp towards cost of Tharizdan’s Belt of Flight
225gp towards cost of Master Wizard’s Brooch of Shielding
17100 towards costs of Defenders of the Steel Bastions’ splint mail.
9000 - 10 Gems of Cure Minor Wounds (casts cure minor wounds at will, command word is ‘cure’)
9000 - 10 Gems of Message (casts message at will, command word is ‘speak’)
9000 - 5 Blessed Banners of the Sacred Forge (casts bless at will, command word is ‘For the Forge!’)
2000 - 5 Feather Tokens (Tree)
10000 - 5 Horns of Fog
3000 - 1 Chime of Opening
9000 - 1 Decanter of Endless Water
16200 - 1 Rod of Wind Mastery (casts control winds 1/day, command word is ‘storm’)
81000 - 1 Banner of the Eternal Fire (casts mass cure light wounds at will, command word is ‘eternal’)
10800 - 1 Rod of Arrow’s Bane (casts Protection from Arrows at will, command word is ‘shield’)
43200 - 1 Hammer of Sacred Steel (casts Greater Magic Weapon at will at 8th caster level, thus giving a +2 enhancement bonus and lasting 8 hours (!), command word is ‘might’)
10800 - 1 Hammer of Guarding Iron (casts Magic Vestment at will at 6th caster level, thus lasting 6 hours, command word is ‘protect’)
10800 - 1 Gloves of the Armouring Touch (casts Mage Armour at will at 6th caster level, thus lasting 6 hours, command word is ‘armour’)
8434gp remaining
1 x Tharizdan Argentfist, male dwarven Ftr12; CR 12; HD 12d10+48; hp 119; Spd 20ft ; Init +0; AC 26 (+16 armour); dwarven waraxe +3 of shock +17/+12/+7 (d10+10+d6 electrical; crit 19-20/x3); AL NG; SV Fort +17 Ref +11 Will +11; Str 16 (18) Dex 10 Con 16 (18) Int 13 Wis 10 Cha 10; SQ Dwarven traits.
Feats & Skills: Diplomacy +7, Intimidate + 12, Spot +7; Weapon Focus (Dwarven Greataxe), Weapon Specialisation (Dwarven Greataxe), Improved Critical (Dwarven Greataxe), Iron Will, Lightning Reflexes, Power Attack, Cleave, Great Cleave, Endurance, Diehard, Expertise, Trip
Equipment: ‘Stormcleaver’ dwarven waraxe +3 of shock, dwarven full plate +3 (the ‘dwarven’ bit of it gives damage reduction 3/ -, and is in the same section of the DMG as things like mithral), large shield +3, masterwork light crossbow & 50 bolts, cloak of resistance +5, ring of evasion, boots of speed, amulet of health +2, gauntlets of ogre power, belt of flight (fly 1/day, partly paid for from war chest, command word is ‘to the skies!’), eyes of see invisibility (see invisibility 3/day, command word is ‘pierce the lies’), Runestone of Locking (1 use dimensional lock, can only be used by a dwarf), Helm of Sorcerer’s Doom (antimagic field 1/day, can only be used by a dwarf), 2 potions of invisibility, 4 potions of cure serious wounds,
1 x Arizman Ferrumar, male dwarven Wiz7; CR 7; HD 7d4+21; hp 40; Spd 20ft; Init + 1; AC 11 (+1 Dex); Quarterstaff +2 (d6-1); AL NG; SV Fort +7 Ref +5 Will +10; Str 8 Dex 13 Con 16 Int 16 (18) Wis 12 Cha 8; SQ Dwarven traits, familiar (raven - can speak dwarven)
Feats & Skills: Concentration +13, Knowledge (Arcana) +14, Knowledge (Geography) +14, Knowledge (History) +14, Knowledge (The Planes) +14, Spellcraft +14; Craft Wand, Improved Counterspell, Scribe Scroll, Spell Penetration, Greater Spell Penetration
Equipment; Quarterstaff, wand of dispel magic (50 charges), wand of fireball (50 charges), scroll of dismissal, 2 scrolls of dimensional anchor, cloak of resistance +2, headband of intellect +2, brooch of shielding.
Spells Known: 0 - All; 1 - Mage Armour, Magic Missile, Burning Hands, Expeditious Retreat, Sleep, Charm Person, Protection from Evil, Obscuring Mist; 2 - Mirror Image, Resist Energy, Flaming Sphere, Scorching Ray; 3 - Haste, Dispel Magic, Fireball, Fly; 4 - Greater Invisibility, Wall of Fire
Spells per day: 4/5/4/3/2 - 0: Message, Disrupt Undead, Acid Splash, Detect Magic; 1: Magic Missile, Expeditious Retreat, Obscuring Mist, Protection from Evil, Sleep; 2: Mirror Image, Scorching Ray, Flaming Sphere; 3: Haste, Fly x2; 4: Greater Invisibility, Wall of Fire
1 x Cupril Firesmith, male dwarven Clr7: CR 7; ECL 7; Medium-size Humanoid (dwarven); HD 7d8+21; hp 56; Init -1; Spd 20 ft; AC 21 (+9 full plate, +3 large shield, -1 Dex); Melee +1 heavy mace +7 (1d8+2+d6 fire); SA spells, turn undead; AL NG; SV Fort +10, Ref +3, Will +10; Str 13, Dex 8, Con 16, Int 10, Wis 16, Cha 10.
Skills and Feats: Concentration +10, Knowledge (religion) +5, Heal +6, Spellcraft +5; Diehard, Endurance, Spell Penetration.
SA–Turn Undead (Su): 3/day, Cupril Firesmith can attempt to turn undead creatures. He can turn undead with no more than (1d20+11)/3 HD. Each attempt, he turns 2d6+7 total HD. Undead with 3 or fewer HD are destroyed instead.
Domains: Fire & Earth
Cleric Spells Prepared (6/5/4/3/1): 0: Detect Magic, Guidance, Mending, Purify Food & Drink, Detect Poison, Resistance; 1: Bane, Detect Evil, Divine Favour, Protection from Evil, Obscuring Mist; 2: Bull's Strength, Hold Person, Resist Energy, Silence; 3: Dispel Magic, Prayer, Searing Light; 4: Dismissal
Domain Spells: 1: Burning Hands 2: Soften Earth and Stone 3: Stone Shape 4: Spike Stones
Equipment: +1 full plate, +1 heavy mace of fire, +1 cloak of resistance, +1 large shield, scroll of invisibility purge, 26739gp
Thaumaturge of the Steel Bastion, male dwarven Wiz3: CR 3; ECL 3; Medium-size Humanoid (dwarven); HD 3d4+9; hp 18; Init +1; Spd 20 ft; AC 11 (+1 Dex); Melee Quarterstaff -1 (1d6-1); SA spells; SQ summon familiar (Ravens - each can speak Dwarven); AL NG; SV Fort +4, Ref +2, Will +3; Str 8, Dex 13, Con 16, Int 16, Wis 10, Cha 8.
Skills and Feats: Concentration +9, Spellcraft +9, Spot +3; Scribe Scroll, Spell Penetration, Dodge.
Spells Known: 0: All; 1: Mage Armour, Magic Missile, Burning Hands, Shield, Obscuring Mist, Sleep, Enlarge Person, Expeditious Retreat; 2: Web, Glitterdust
Wizard Spells Prepared (4/3/2): 0: Ray of Cold, Detect Magic, Message x 2; 1: Burning Hands, Sleep, Shield; 2: Web, Glitterdust
Equipment: Quarterstaff, Rod of Magic Missile (magic missile at will, command word is 'missile'), scroll of web, scroll of whispering wind, 600gp.
Smith-Cleric of the Forge, male dwarven Clr3: CR 3; ECL 3; Medium-size Humanoid (dwarven); HD 3d8+9; hp 26; Init -1; Spd 20 ft; AC 19 (+8 full plate, +2 large shield, -1 Dex); Melee heavy mace +3 (1d8+1); SA spells, turn undead; AL NG; SV Fort +6, Ref +0, Will +5; Str 13, Dex 8, Con 16, Int 10, Wis 15, Cha 10.
Skills and Feats: Concentration +9, Spellcraft +3, Heal +6; Brew Potion, Endurance, Diehard.
SA–Turn Undead (Su): 3/day, Smith-Cleric of the Forge can attempt to turn undead creatures. He can turn undead with no more than (1d20-1)/3 HD. Each attempt, he turns 2d6+3 total HD. Undead with 1 or fewer HD are destroyed instead.
Cleric Spells Prepared (4/3/2): 0: Guidance, Detect Magic, Detect Poison; 1: Bane, Shield of Faith, Remove Fear; 2: Silence, Hold Person
Domain Spells: 1: Burning Hands 2: Produce Flame
Equipment: Full Plate, Large Shield, Scroll of Invisibility Purge, Heavy Mace, 793 gp.
Forge Guard Elite, male dwarven Ftr3: CR 3; ECL 3; Medium-size Humanoid (dwarven); HD 3d10+9; hp 30; Init +1; Spd 20 ft; AC 21 (+8 full plate, +2 large shield, +1 Dex); Melee masterwork dwarven waraxe +7 (1d10+2/crit x3); Ranged light crossbow +5 (1d8/crit 19-20); AL NG; SV Fort +6, Ref +2, Will +4; Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 6.
Skills and Feats: Intimidate +4, Spot +3, Listen +3; Weapon Focus (Dwarven Waraxe), Power Attack, Cleave, Iron Will.
Equipment: Masterwork Dwarven Waraxe, Full Plate, Large Shield, Masterwork Light Crossbow & 50 bolts, 2 x potion of cure light wounds, 1 x potion of resist elements, 110gp.
Iron Monk, male dwarven Mnk2: CR 2; ECL 2; Medium-size Humanoid (dwarven); HD 2d8+4; hp 17; Init +1; Spd 30 ft; AC 13 (+2 Wis, +1 Dex); Melee kama +3 (1d6+2), or siangham +3 (1d6+2), or unarmed strike +3 (1d6+2); Ranged shuriken +2 (1d2); SA stunning attack; SQ evasion; AL NG; SV Fort +5, Ref +4, Will +5; Str 14, Dex 13, Con 14, Int 10, Wis 15, Cha 6.
Skills and Feats: Hide +5, Move Silently +5, Spot +6, Listen +6, Tumble +5; Stunning Fist, Combat Reflexes.
SA–Stunning Attack (Su): 2/day, Iron Monk may attempt to stun a living creature for 1 round. The creature is unable to act unless it succeeds a Fortitude save (DC 13).
Equipment: Kama, Siangham, 30 shuriken, potion of invisibility, 2 x potion of cure light wounds, 394gp
Defender of the Steel Bastion, male dwarven Ftr1: CR 1; ECL 1; Medium-size Humanoid (dwarven); HD 1d10+2; hp 17; Init +1; Spd 20 ft; AC 18 (+6 splint mail, +2 large shield); Melee dwarven waraxe +4 (1d10+3/crit x3); Ranged light crossbow +2 (1d8/crit 19-20); AL NG; SV Fort +5, Ref +1, Will +3; Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 6.
Skills and Feats: Spot +2, Listen +2; Weapon Focus (Dwarven Waraxe), Iron Will.
Equipment: Dwarven Waraxe, Splint Mail, Large Shield, Light Crossbow & 50 bolts.