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Grungni, Ancestor God of Mining and Stoneworking
Grungni Ancestor Head
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”)
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.
Strictures
All initiates and priests of Grungni must abide by the following strictures:
1. Always strive to advance the clan’s reputation through solid workmanship.
2. Always ensure that tunnels and chambers are structurally sound. Render repair upon any such structure when it becomes unsafe.
3. Always work a mine to extract all ore and valuable stone to enhance the well-being of the clan and race.
4. Never be wasteful of the earth’s mineral bounty.
5. Never surrender to Goblins or their kin.
6. Never refuse an opportunity to regain control of a Dwarfhold that has fallen to an enemy.
7. 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.
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.
Holy Days
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.
Afterworld
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.
Sub-Cults
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.)
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”)
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.
Strictures
All initiates and priests of Grungni must abide by the following strictures:
1. Always strive to advance the clan’s reputation through solid workmanship.
2. Always ensure that tunnels and chambers are structurally sound. Render repair upon any such structure when it becomes unsafe.
3. Always work a mine to extract all ore and valuable stone to enhance the well-being of the clan and race.
4. Never be wasteful of the earth’s mineral bounty.
5. Never surrender to Goblins or their kin.
6. Never refuse an opportunity to regain control of a Dwarfhold that has fallen to an enemy.
7. 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.
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.
Holy Days
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.
Afterworld
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.
Sub-Cults
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.)