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DWARF RELIGION
L ost in Translation: Going Underground: Servants of the Ancestors Alfred Nuñez Jr .
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Lost in Translation:
Going Underground: Servants of the Ancestors
By Alfred Nuñez Jr.
Obligatory Copyright Statement
The Lost in Translation ( LiT ) series is intended to be a completely unofficial addition to
Warhammer Fantasy RolePlay owned by Games Workshop (GW). All relevant trademarks and
copyrights are used without permission and in no way meant to challenge ownership to them by
GW. LiT fully recognises said copyright and trademark ownership. Where possible, LiT
conforms to the 'official' nature of the Warhammer World, and does so with the full
acknowledgement of the intellectual ownership and legal copyright ownership of that material.
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Introduction
At the time this article is being written, very
little information about the various aspects of
Non-Human society have been covered in
WFRP2e . Such a deficiency in background
makes it more difficult for a player with a
Dwarf, Elf or Halfling character to give his
creation a detailed personal history for their
character, including the details of society to
which the character belongs.
This article prefers to take the position that
the Gods of Warhammer – even the Ancestor
Gods of the Dwarf pantheon – have the divine
ability to grant power to perform “miracles”
to whomever they see fit. After all,
bestowing this gift upon the respective
priesthood of a deity is but a small reflection
of that exalted being’s grace and influence.
Much of what appears in this article can be
found in Dwarfs: Stone and Steel , the
sourcebook for WFRP1e . Other than the
changes and additions to make this article
compatible to the new edition, the text is
pretty much what I wrote (and edited by
Graeme Davis and Martin Oliver) for the
previous Hogshead /GW publication.
In the case of Dwarfs, one of the few things
known is that none of this race can cast
magical spells. Though not directly stated in
the rulebook, a number of GM and players
have concluded that priests of the Dwarf
Ancestor Gods also suffer from this same
limitation.
Dwarf Religion
The Dwarfs venerate their ancestors instead
of worshipping otherworldly gods. They
believe that the spirits of the ancestors watch
over them, guide their actions, judge their
achievements and determine if they have led
worthy lives.
Religion in Dwarf Society
Religion is integral to Dwarf society. It fulfils
a role that transcends the normal bounds
dictated by clan and, to a lesser degree,
craftguild. It also plays a role in certain social
functions like the exchange of marriage vows,
judging those accused of breaking the law,
consecrating new settlements, and conducting
burial rites.
The most widely revered of ancestors are the
Ancestor Gods. Of these, Grungni, Valaya,
and Grimnir are the most important.
According to Dwarflore, the three were born
from deep within the hearts of the first
mountains, and the entire Dwarf race is
descended from them. Gazul, the younger
brother of the three principal Ancestor Gods,
protects the spirits of the clan ancestors.
Smednir, Thungni, and Morgrim are other
Ancestor Gods, whose worship tends to be
restricted to specific clans.
Members of the priesthood are held in high
esteem, both for their wisdom and because
they represent the Ancestor Gods. Many
disputes between clans and holds have been
settled through the mediating efforts of
priests .
The cults of the Ancestor Gods and
veneration of the clan ancestors have certain
traits in common with one another. These are
covered in the following sections.
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Areas of Worship
The Ancestor Gods are worshipped by
Dwarfs throughout the Old World and Norsca
alongside clan ancestors.
Prominent Figures
Unlike the cults in the Empire, the Dwarf
religions are not organized in such a
hierarchal manner with an obvious cult leader
– despite what the High Priest of the High
Temple of Grungni may think (see below).
This does not mean that there is a shortage of
prominent priests within a specific
Dwarfhold. It’s just that none can be
considered as the equivalent of a Grand
Theogonist or Ar-Ulric in Dwarf society.
Moreover, the most important or influential
Dwarf High Priests are unlikely to garner any
undo reverence in their lifetime. Instead,
renowned ancestors are revered by the clan
and craftguild (which – in a fashion – is what
the religious cult is considered by members of
its clergy) and are described below under
Ancestor Worship .
Temperament
Like the Dwarfen race, the Ancestor Gods
value honour, determination, and loyalty.
Weakness of character and detrimental acts
towards one’s clan are deemed unworthy and
punishable as befitting the situation.
Sub-Cults
Unless otherwise specified, there are no sub-
cults within the individual Dwarf cult.(at least
as understood by human scholars).
Skills and Talents
Priests of the Dwarf Gods have a number of
skills and talents in common. The following
can be purchased by the normal cost of
experience points:
Joining the Priesthood
In order to join the priesthood, a Dwarf in the
mountainous kingdoms must petition both his
clan elders and the chief priest of the chosen
cult for permission to abandon his craft and
begin life as an initiate. Expatriate Dwarfs
can join the priesthood if the local priest
accepts their request to join.
Skills : Academic Knowledge (Dwarf
History), Academic Knowledge
(Dwarf Law), Academic Knowledge
(Runes), Read/Write (Khazalid),
Runecraft, Speak Arcane Language
(Arcane Dwarf)
Talent: Master Rune (of the cult at the High
Priest level), Rune*
Death Rituals
When a Dwarf in old age feels his strength
and stamina ebbing, he knows death is
approaching. He summons a priest of Gazul
and gives him those possessions that will
accompany him to his tomb. The Dwarf
gathers his heirs in order to dispense his
remaining possessions with whatever
obligations he wishes to pass on.
The priest of Gazul returns to claim the body
of the deceased Dwarf. He takes it to the local
Temple of Gazul where the body lays in state
for four days. The priest invokes the
protection of Gazul upon the deceased to help
the spirit makes its way to the realm of the
* Each rune selected by the character is
considered a separate talent. The number one
can acquire is limited as follows:
Priest: any two runes
Anointed Priest: any four runes
High Priest: any seven runes
In addition to the above, the cults of each
Ancestor God have other skills and/or talents
available to the respective priesthoods (see
the entries for each cult below).
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Ancestors. The protection prevents the body from
being used for necromantic purposes. At the end of
the four days, the priest of Gazul opens the burial
vault of the deceased Dwarf’s clan and entombs the
corpse with the burial goods.
Priests of Gazul also accompany the army in
order to perform the ritual invoking Gazul’s
protection upon the fallen. In many cases, it
is impractical to do anything other than bury
them on the battlefield.
In the Beginning…
As summarised from the recent work of Verenan historian, Erich Schliemann – based on his
interpretation of the historical tomes written by Bederik the Venerable, the first millennium High
Priest of Grungni and Loremaster of Karak Hirn.
“In the age before time, the first of the Ancestor Gods, Grungni awoke in the darkness within the
heart of the first mountains. Though there was no light for his eyes to see, Grungni knew he was
not alone. He shattered his cradle of birth with one blow of his mighty fist, thereby creating a
large cavern where he could stretch his arms. His exertions also forced a crack into which a thin
shaft of light entered his birthplace.
“Grungni’s efforts awoke his brother Grimnir, who likewise shattered his cradle as he stepped
into the new world. The two then awoke their sister, Valaya, and brother, Gazul, from the rock
that birthed them.
“The four set forth from the heart of the world, only to be confronted by otherworldly creatures
with bulging eyes, hairless bodies, and sorcerous weapons of a type not found in the world.
Though just awaken, the Ancestor Gods fought with such strength and determination that their
enemies were quickly and decisively defeated. At the end of the battle, which lasted seven days
and night, the Ancestor Gods took possession of the mountain from which they entered the
world. In time, they crafted a home for themselves and their children and called it Karak Zorn.”
Principal Deities
Grungni is the ancestor god of
mining, metalwork and stonework,
as well as the principal deity and
lawgiver of the Dwarf pantheon. According
to Dwarf lore, Grungni was the first of the
Dwarfen race and chief husband of Valaya.
For centuries, he led the Dwarfs from their
ancestral home in the far southern range of
the Worlds Edge Mountains to the north.
During the Long Migration, Grungni taught
the Dwarfs most of the crafts for which they
are still famous. In addition, he crafted some
of the most powerful Dwarf artefacts ever
known, including the Throne of Power. The
Dwarfs eventually settled along the central
The principal deities and most universally
revered – particularly among the Expatriate
Dwarf population – are the three main
Ancestor Gods. The Dwarfs believe
themselves to be the direct descendants of
these gods.
Grungni, Ancestor God of Mining
and Stoneworking
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and northern range of the Worlds Edge
Mountains with a few clans even reaching the
Mountains of Mourn to the east and the
Giantshome Mountains in what would
become Norsca to the north. It is said that
Grungni foresaw the coming of Chaos into the
world and led the Dwarfs into the safety of
the earth. When the time came, Grungni
brought forth the Dwarf armies to battle
Chaos for the sake of the whole world.
· Never refuse an opportunity to
regain control of a Dwarfhold that
has fallen to an enemy.
· Never miss an opportunity to slay
Chaos Dwarfs, as their continued
existence brings dishonour and
shame to the race.
Holy Sites
The largest temple of Grungni is located in
Karak Azul, the greatest metalworking centre
in the Dwarf Empire of Karaz Ankor. It
should be noted, however, that the High
Temple in the capital of Karaz-a-Karak is
considered by its High Priest, Anhelm
Strongheart to be the seat of the cult of
Grungni. Each Dwarfhold and Dwarf
settlement of any size in the Old World and
Norsca has its own temple to Grungni. The
High Priest of each of these temples consider
themselves equal – and not subordinate – to
the High Priest in Karaz-a-Karak.
Grungni is portrayed as a male Dwarf, clad
entirely in chain mail, with a forked iron-grey
beard reaching to his feet. Grungni normally
carries a miner’s pick, but in his martial
aspect he is armed with the runic warhammer
Drongrundum (“Thunderhammer”)
Symbols
Grungni’s main symbol is the pick,
representing the implement with which he
opened up the underground world to Dwarfs.
A stylised depiction of a helmeted face with a
long, forked beard is also sometimes used.
Grungni’s priests dress in dark grey, with the
image of a black or silver pick inscribed with
Grungni’s rune embroidered across the chest.
In a Dwarfhold, the temple is usually adjacent
to the main audience hall, and is lavishly
decorated and carved with scenes from
ancient Dwarfen myths. At the far end of the
temple, statues of Grungni stand on either
side of a dais, upon which stands a throne
flanked by two lecterns. Stone pews are
arranged in neat rows in front of the dais. In
Human cities with sizeable Dwarf
populations, underground shrines are built to
Grungni, normally underneath or next to the
Dwarf Engineers' Guildhall.
Strictures
All initiates and priests of Grungni must abide
by the following strictures:
· Always strive to advance the
clan’s reputation through solid
workmanship.
· Always ensure that tunnels and
chambers are structurally sound.
· Render repair upon any such
structure when it becomes unsafe.
· Always work a mine to extract all
ore and valuable stone to enhance
the well-being of the clan and
race.
· Never be wasteful of the earth’s
mineral bounty.
· Never surrender to Goblins or
their kin.
Skills and Talents
In addition to the skills and talents available to
Dwarf priests, the priesthood of Grungni may
purchase any of the following at normal cost:
Skills : Academic Knowledge (Geology),
Evaluate, Scale Sheer Surface, Trade
(Weaponsmith)
Talents : Orientation, Strong-minded
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