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.”
The Long Migration
Another abridgment from the recent work of Verenan historian, Erich Schliemann.
“After centuries in Karak Zorn, Grungni went before all his children and told them that he foresaw a great future for the race of Dwarfs. In order to reach this promise, Grungni told them that they had depart the birthplace of their race.
“From the depths of the mountains, Grungni led his people to the surface. Many stood in awe of the majestic mountains that surrounded their now abandoned home. Grungni ascended a high peak and looked about him for the route that he would choose for his people. Recognising the need to strengthen them for hardship they needed to endure the threats of the future, Grungni decided that a route northward through the mountains would best serve his children.
“The pace of the migration was slow as some Dwarf foraging parties sought food for the people while others found shelter and opportunities to mine the bounty of the earth. Grimnir led parties of warriors to scour the mountains for potential danger and remove such from the Dwarfs’ path. Many tales of Grimnir’s valour arose during the Long Migration. One of his mightiest foes was Zharranok, a mighty dragon who was said to be over 100 feet in length with a wingspan of nearly the same measurement. It is said that Grimnir continuously battled the mighty beast for well over a year before bringing it to ruin.
“As the decades progressed, the Dwarfs grew in number. By the time, they reached the mountains near what would later become the Badlands, Valaya decided that the time had come for the Dwarfs to begin to settle down. The Mother of the Dwarfs founded the first of the Dwarfholds, called Karak Izbil (now known as Karak Eight Peaks). In time, she also founded Karaz-a-Karak.
“Other clans emerged from these two great Dwarfholds to establish others along the spine of the Worlds Edge Mountains. Some of the clans crossed the great flat lands to the west and established colonies in the Dragonback Mountains along the south-eastern shore of Black Gulf. Still others continued their wanderlust under they reached the Giantsholm Mountains in Norsca and the Mountains of Mourn on the northern and eastern edge of the Dark Lands.”
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:
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 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.
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”)
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.
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.
- 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.
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.
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.
Major festivities dedicated to Grungni are held every hundred days (33 Pflugzeit, 33 Vorgeheim, 33 Brauzeit, and 33 Vorhexen on the Imperial calendar). Nine lesser festivals are held between the major days at intervals of ten days.
The spirit of a deceased Dwarf who follows Grungni and their clan's ancestors will always join the latter. For those who are of the clan of Grungni (e.g., the ruling clan of Karaz-a-Karak) and his clergy, their spirits are destined to join the Shadowrealm of Grungni. There, the spirits enter a gigantic Dwarfhall where ale follows freely and they can continue their life's work (unlike Humans, this is paradise for a Dwarf).
The spirit continues work on weapons and armor (that Grungni may place in the hands of living Dwarfs and or Dwarffriends as a Divine Instrument) or the spirit may work on a new Rune of Power (which may be revealed to a worthy Runesmith).
As workmanship is of utmost importance to Dwarfs, there are not many of these treasures in the world.
Saints and Heroes
Heroes of Grungni are usually warriors fighting against overwhelming odds protecting clan and race, or master artisans whose work stand as a monument and a tribute to the Dwarfen race. An example of the former was Ulgar Bloodblade, a warrior of renown during the first coming of Chaos (-4500 I.C.). In his last battle, Ulgar led a company of warriors to protect the rearguard of the Dwarfen army retreating to Karak Kadrin. Ulgar arrayed them into a shield wall, breaking the charge of the advance force of mounted Chaos warriors. In a battle that lasted for six hours, Ulgar and his troops fought with such a fury that over a hundred of Chaos troops fell before the company of Dwarfs were annihilated. Ulgar was the last to fall, but his sacrifice ensured that Karak Kadrin had the time to muster its entire force to withstand the siege.
Another hero of Grungni was Mantrin Stoneshaper, architect and master builder of Karaz-a-Karak. Mantrin was an old Dwarf when called upon to build the Great Hall of the High King (-3100 I.C.) and enlarge the underground city. Over the next seventy years, Mantrin led his crew in the construction of structures and monuments that endure without repair to the present and are often viewed as the zenith of Dwarfen construction.
Templar: Order of the Stone Wall
Founded during the first coming of Chaos (-4500 I.C.), the Templars of the Order of the Stone Wall embody the virtues of precise execution of orders, standing fast in the face of onslaught, and never faltering in battle.
The image of a solid wall of warriors breaking a charging enemy is seen as a model of Dwarfen determination in battle.
(These are basically a religious warrior sub-cult, much like the Knights Templar.)
Templar: Order of the Axe
The Order of the Axe serves the political needs of the High King and the clerics of Grungni as a distinct military wing of the church. With the diverse spread of the Dwarf peoples, the Order is a useful reminder of the central structure of the ancient Empire of Karaz-Ankor, fragmented in the Elf-Dwarf War and its aftermath. Templars are known as Axes of Grungni, or simply as an Axe. The Order is distinct from the Cult of Grungni, and demands no religious obligations.
Valaya, Ancestor Goddess of Home and Healing:
Wife and sister of both Grungni and Grimnir, Valaya is the goddess of the hearth, healing, and brewing; the founder of many Dwarfholds (including Karaz-a-Karak and Karak Eight Peaks); and the protector of the Dwarf race. She is also credited with establishing the Dwarf culture and inventing their runic script. When Grungni prophesied the coming of Chaos, Valaya devised a special rune to protect the Dwarfs and their underground shelters from the hostile magic inherent in the warp matter.
Valaya is depicted as the archetypal Dwarf woman with long, braided hair reaching down to her feet. She is normally shown wearing chain mail over a purple gown, and carrying a rune-axe named Kradskonti (“Peacegiver”).
A shield with the runic representation of “Ancestor Queen” (Gromthi Rinn) is the symbol most often associated with the cult of Valaya. Other symbols include a sheaf of hops and a stylised hearth. Valaya’s priests wear purple robes trimmed in gold, and a round medallion of gold or silver inlaid with an amethyst about their neck. The cult runes of Valaya are usually inscribed upon the gemstone.
All of Valaya’s priesthood must abide by the following strictures:
- Always provide aid to a wounded or ailing Dwarf.
- Always assist a Dwarf-friend in need.
- Always attend to the needs of the young.
- Always protect fellow Dwarfs from harm, especially at the hands of a Dwarf enemy.
- Never allow Dwarf ale to fall in the hands of enemies, unless to do so saves Dwarf lives.
- Never knowingly sell or otherwise distribute spoiled ale.
All Dwarfholds have temples to Valaya, usually located close to the Queen’s chambers. The largest temple is located in Karaz-a-Karak. Statues of the Ancestor Goddess flank an altar where offerings are made. The statue on the left shows Valaya’s peaceful aspect: un-armoured, with a healthy infant in one arm and a tankard of ale in the free hand. The other statue shows her as protector of her children: clad in a mail coat and helmet with a shield held before her and her axe raised. Frescoes on the walls depict scenes from Dwarf life.
Shrines to Valaya are located in domiciles and breweries in every Dwarf settlement. These are maintained by residents, rather than any clergy.
The major holy days of Valaya occur on the Spring and Autumn Equinoxes. These days roughly correspond to the planting and harvesting of crops essential to ale production.
Grimnir, Ancestor God of Warriors:
The brother of Grungni and joint husband/brother of Valaya, Grimnir is the patron of warriors, and of Slayers in particular. During their ancient migration, Grimnir protected the Dwarfs from enemies such as Giants, Dragons, and Trolls. The coming of Chaos brought forth new dangers; wielding two mighty axes forged by Grungni, Grimnir led the Dwarfs against these abominations. After learning about the Warpgate through which the forces of Chaos were entering the world, Grimnir decided to find the ruptured gate and close it with his own hands, even against the advice of Grungni and Valaya. He shaved his head, except for a crest that he dyed orange and spiked with animal fat, and tattooed his body with elaborate patterns that incorporated his personal rune. Dishonoured Dwarfs entering the Slayer cult follow the same ritual today.
Giving one of his axes to his son Morgrim, Grimnir journeyed north singing his death-song. Morgrim followed Grimnir, even though he was urged to turn back. Near Norsca, Grimnir slew the marauding Dragon Glammendrüng. Scarred from that battle, Grimnir cut a claw from the dragon and used it to add elaborate scars to his body in a final ritual preparation for his forthcoming battle. After attending a banquet in his honour held by the besieged northern Dwarfs, Grimnir and Morgrim departed. At the edge of the Chaos Wastes, the two fought the Daemon Prince Kragen’ome’nanthal, scion of Khorne, in a titanic battle lasting three days. On the verge of collapsing and bleeding from many wounds, Grimnir struck the Daemon Prince a killing blow, incurring the wrath of Khorne. After resting, Grimnir commanded Morgrim to return, and take his place as the protector of the Dwarfs. Morgrim watched his father dwindle into the haze of the Chaos Wastes. What became of Grimnir is beyond anyone’s knowledge. Dwarfs do not speak of the matter.
Grimnir is portrayed as a muscular Dwarf, his body covered with tattoos and ritual scars, wearing the spiked orange crest and exotic jewellery of a Slayer. He is clad in chain mail and is armed with the axe Az-Dreugidum (“Waraxe of Doom”).
Grimnir’s main symbol is a double-bladed axe, one of the favourite weapons of Dwarf Slayers. When not outfitted for war, priests of Grimnir dress in tunics, breeches, and with a simple cloak with a clasp made of adamantium. They also bear tattoos on their chest and arms, including Grimnir’s rune. Some priests located in Karak Kadrin even wear their hair in a Slayer's crest.
The strictures for warriors, initiates, and priests are less severe and are as follows:
- Always press home an attack whenever so ordered by a superior.
- Remain steadfast in defence whenever the enemy vigorously attacks.
- Always assist a fallen comrade-in-arms.
- Keep possession of the battlefield no matter how the conflict resolves.
- Slay as many Dwarf enemies as possible.
- Always engage in any combat where the chances of honourable death are highly probable, especially against unfavourable odds
- Any cowardice in the face of such combat further dishonours and disgraces the Slayer.
The largest temple of Grimnir in general use is located in Karaz-a-Karak, where it dominated by a large statue of Grimnir as he appeared before departing for the Chaos Wastes; the temple's walls are carved with reliefs depicting the deeds of Grimnir on his journey, as told by the returning Morgrim. The temple in the Slayers' Hall at Karak Kadrin is larger, but only Slayers are permitted to enter. Another great temple to Grimnir lies in the still ruined part of Karak Eight Peaks, just out of reach of the Dwarfs dwelling in the citadel. Many Slayers have set forth to recapture the temple, but none has yet succeeded.
The sub-cult of Slayers is unique among the sapient races. Many would consider it a Death cult of sorts, but that would only be partially true. Slayers do not frivolously seek their end: to do so would be nothing less than dishonourable. Instead, they search for a means to achieve a great deed at the risk of life and limb so that they can atone for whatever past crime or failure they have committed. Their doom weighs heavily on those who take up the mantle of Slayer. As expected, many are mentally unstable and pass their mundane existence between battles in an intoxicated state produced by either alcohol or some other form of addictive substances.
There are no specific holy days to Grimnir. Festivals to Grimnir take place before battle, and after a victory.
Other Ancestor Gods
The worship of the other Ancestor Gods is limited to the respective craftguild to which the particular Dwarf deity gave rise, with the exception of Gazul. The Lord of the Underearth is typically revered during observances of remembrance for the fallen in combat and those who have died a peaceful death.
Gazul, Lord of Underearth:
A lesser Ancestor God, Gazul is the protector of the dead. Even in the time of the Ancestor Gods, Gazul pondered long on the mortality of his race. Reflective in nature, Gazul established the Dwarf tradition of venerating their ancestors, whether living or dead. He also uncovered the signature runes for himself and his sibling gods: Grungni, Valaya, and Grimnir. These “signature runes” gave the Ancestor Gods and their followers power to overcome their most depraved enemies.
A gloomy Dwarf, Gazul has jet black hair and beard with streaks of grey, especially at the temples and the corners of his mouth. He is normally shown wearing armour of black iron under a black cloak, and carrying the great runesword Zharrvengryn (“Flaming Vengeance”).
Gazul’s main symbol is a stylised cave entrance, which represents the entry to the Underearth where the spirits of the ancestors reside. A secondary symbol the flame, used mostly by the Dwarf witch-hunters of the Order of Shadow Hunters, an offshoot of his cult. Priests of Gazul dress in black with red trim and wear Gazul’s rune embroidered on the right breast. Witch-hunters wear dark-coloured armour underneath black cloaks.
All initiates, priests, and witch-hunters of Gazul must abide by the following strictures:
- Always oppose all defilers of the dead, especially Necromancers.
- Never refuse to perform burial rites for any that perish.
- Never enter or disturb a place of burial that has been blessed.
Every Dwarfhold has a temple to Gazul. They are always underground, adjacent to the hold's burial vaults. Ogre-sized statues of Gazul guard the entrance to the temple and the vaults. A small altar stands in the middle of the temple, where those honouring the dead can likewise honour Gazul. Shrines to Gazul are located in smaller Dwarf settlements, near their burial-places; the residents, rather than the priesthood, maintain these shrines.
The Order of Shadow Hunters (Mhornarkuli) were formed to fight against the forces of the Raving Undead brought into the world by the corruption of Nagash. Led by selected priests of Gazul, chapters of the Shadow Hunters can be found in all Dwarfholds, especially those located nearest to the Badlands and the Imperial province of Sylvania. The Order of Shadow Hunters also played an important role in the Vampire Wars of the 21st and 22nd century Empire, fighting against the various armies of the von Carsteins alongside the Mórrian Orders of the Raven and Black Guards.
Within the Order of Shadow Hunters are the Black Spears (Kolwutrazi): Dwarfs that are trained as Exorcists (Sigmar’s Heirs, page 123). In some situations, a Black Spear can be found among a company of Shadow Hunters. Black Spears are equipped in the same manner as other Shadow Hunters, thus making it more difficult to distinguish these specialists at first glance.
In recent years, the Shadow Hunters have been given the charge of locating the burial chambers of long forgotten or fallen Dwarf settlements in the Worlds Edge Mountains. Their task is to exhume the dead and re-inter the remains with their funereal possessions within the tombs beneath the nearest standing Dwarfhold. Should any such burial site be desecrated, the Shadow Hunters are to secretly seek out the guilty and, forcibly if need be, bring them to face Dwarf justice.
There are no holy days dedicated to Gazul. Observances to the Ancestor God occur during the burial rites for deceased Dwarfs, and whenever Dwarfs meet to honour their dead.
Smednir, Shaper of Ore:
Smednir is a Dwarf deity of some importance, due to his patronage of metalworking and the refining of ore. In Dwarf legend, it was Smednir who taught his brother, Thungni, the art of craftsmanship and metalworking. Together, these two sons of Grungni and Valaya made a number of the great magical rune weapons of the Dwarf gods and the legendary Dwarf-Kings – including the magical hammer Ghal-Maraz, which once belonged to the great King Kurgan, and was given as a gift to the human warrior named Sigmar Heldenhammer.
Smednir is generally portrayed as a bare-armed, muscular Dwarf wearing a leather apron, with his beard braided into a single plait and thrown over his shoulder away from the flames of the forge. His right hand holds the rune-hammer Azulokrid (“Metal Crafter”).
Smednir’s main symbol is the anvil, upon which he wrought the great treasures of the Dwarf race and their gods. Priests of Smednir usually wear their beards in a single braid.
The priesthood of Smednir and many Dwarf artisans (except Expatriates) must abide by the following strictures:
- Never knowingly produce an object that is less than the best you could make; to do so dishonours Smednir, your craft and yourself.
- Never make a weapon or armour for any non-Dwarf who has not first proved their friendship and loyalty to the Dwarf race.
- Work only with tools that you yourself have made, and keep them well maintained.
Most Dwarfhold workshop areas have one or more shrines to Smednir, and his altar is set up beside those of Grungni and the Clan Ancestors in every Old World Dwarfhold.
The turn of the year is a major festival of Smednir, marking the completion of an old work and the beginning of the new. Apart from that, Smednir has no fixed holy days. It is customary to pray to Smednir before beginning any new piece of metal extraction or metalworking, and to give thanks upon its successful completion.
Thungni, Ancestor God of Runesmiths:
The first son of Grungni and Valaya, Thungni is the god of runic magic and runesmithing. According to Dwarf lore, Thungni ventured deep into the earth during the Long Migration. He spent considerable time in a place he called Ankor Bryn, the Glittering Realm. When he emerged, Thungni brought the secret of Runic Magic to the Dwarf race. Thungni discovered that only he, his father Grungni, and a few of his descendants had the gift to inscribe runic magic. Thungni and his progeny laboured to produce weapons of power before the cataclysm foretold by Grungni struck the Dwarfs. Aided by his brother Smednir, Thungni crafted some of the most potent rune-weapons ever. A few have been lost during generations of wars, but many remain in the possession of Dwarfkings and powerful Rune Lords.
Thungni is portrayed with reddish brown hair and beard. He is usually clad in full armour, with a breastplate inscribed with his personal rune. In one hand he holds a runic staff, symbolising his power and skill as a Runesmith. In the other, he holds the rune-hammer named Karaz-Kazakrhun, "Enduring War Rune."
Thungni’s main symbol is his personal rune on a hammer. This denotes his role as an Ancestor God of Runesmiths. Rune Lords and other clan elders wear slate-grey robes during ceremonies initiating new runesmiths to their calling. Initiates and priests of Thungni dress in blue-grey robes with a hammer embroidered on their left breast.
All Runesmiths must abide by the following strictures:
- Never reveal the secrets of Magic Runecraft to any one other than a fellow Runesmith or one’s own carefully chosen Apprentice.
- Never allow a rune-weapon to fall into the hands of any Dwarf enemy, even if it must be lost or destroyed.
- Always investigate any rumour of lost rune-weapons and recover them when possible.
- Never allow any non-Dwarf to obtain or pass on any knowledge of runic magic.
- Never allow one’s reputation to be sullied by poor craftsmanship.
There are no formal temples of Thungni. In the Dwarfholds, shrines to Thungni are prominently placed within the work-halls of the Runesmith clan. The few Runesmiths residing outside the holds, including Expatriates, maintain a small shrine within their workshops. Since Runesmiths living among Humans do not reveal themselves, their shrines are usually blended in with their surroundings.
There are no set holy days for the cult.
Morgrim, Ancestor God of Engineers:
The son of Grimnir and Valaya, Morgrim was the first Dwarf Engineer. He developed and taught his clans the techniques of crafting engines of war and other devices. Before the coming of Chaos, Morgrim and his clan crafted bolt and stone throwers of all sizes, and devised traps to form the first line of defence against the invading horrors foretold by Grungni. In the latter stages of the first Chaos Incursion, Morgrim joined Grimnir on his quest to close the Warpgate. Honouring his sire’s request, Morgrim reluctantly returned to his people. When the forces of Chaos were contained in the north, Morgrim returned to the depths of the world with the other Ancestor Gods, his task completed.
Morgrim is depicted as a mail-clad Dwarf wearing a hung with tools. He is often depicted with dust in his hair and beard and oil on his hands. Morgrim carries one of his father Grimnir's axes, named Onkegruni (“Widow Maker”).
Morgrim’s main symbol is a stylised stone thrower: a secondary symbol is the rope and pulley. Initiates and priests favour dark clothing (black or dark grey) with a small version of Morgrim’s symbol embroidered on the left breast.
The following strictures apply to all Dwarf Engineers:
- Any who steal or dishonourably sell Engineer secrets must be brought to Dwarf justice in accordance to Dwarf law.
- Craftsmanship must be kept to the highest level. Shoddy work is unforgivable and dishonourable.
- Uncontrolled or dangerous innovations must not be undertaken, particularly not to the detriment of craftsmanship.
- All knowledge is sacred and must be preserved, even at the cost of innovation.
- All construction phases of an Engineer’s craft must be accompanied by the recital of the appropriate Guild litanies and incantations.
All Engineer Guildhalls, including those of Expatriate Dwarfs, have one or more shrines to Morgrim. The largest is located in Zhufbar, the most industrialised of all Dwarfholds. Smaller shrines to Morgrim may be found in the corners of the temples to Grungni and Grimnir in the larger Dwarfholds.
The summer solstice is a major festivity to Morgrim. It marks the time to clear the clutter of the past year’s efforts, the completion of old projects, and the beginning of new work. In addition, prayers are offered to Morgrim at the start of any new engineering work, especially the construction of war machines and mining equipment.
From the Dwarf perspective, the worship of clan ancestors cannot be separated from everyday life. No undertaking can commence without performing the proper rituals to solicit an ancestor’s blessings. These rituals are specific to the individual clans, and clan members are taught the ritual protocols from their earliest childhood. Many venerated ancestors were clan founders, or those who performed heroic acts after the Time of the Ancestor Gods.
Each ancestor cult uses the appropriate clan insignia.
All Dwarfs must abide by the following strictures:
- Always honour one’s clan ancestors on every Day of Remembrance.
- Never perform nor permit an act that brings dishonour to the memory of a clan ancestor.
- Always seek the blessings of an ancestor before any undertaking.
All clan halls and each family dwelling have small shrines dedicated to clan ancestors. They may be as simple as a small table with a tankard of Dwarf ale and a small objective representative of the clan’s craftguild, or they may be more elaborate, with a portrait of the ancestor, and perhaps some personal possession, prominently displayed. Some shrines may even be located alongside shrines dedicated to the Ancestor Gods.
The main festival of the ancestor cults is the Day of Remembrance for each Dwarfhold or settlement.