Professional Documents
Culture Documents
Dwarf Religion
Dwarf Religion
Dwarf Religion
Introduction
At the time this article is being written, very This article prefers to take the position that
little information about the various aspects of the Gods of Warhammer – even the Ancestor
Non-Human society have been covered in Gods of the Dwarf pantheon – have the divine
WFRP2e. Such a deficiency in background ability to grant power to perform “miracles”
makes it more difficult for a player with a to whomever they see fit. After all,
Dwarf, Elf or Halfling character to give his bestowing this gift upon the respective
creation a detailed personal history for their priesthood of a deity is but a small reflection
character, including the details of society to of that exalted being’s grace and influence.
which the character belongs.
Much of what appears in this article can be
In the case of Dwarfs, one of the few things found in Dwarfs: Stone and Steel, the
known is that none of this race can cast sourcebook for WFRP1e. Other than the
magical spells. Though not directly stated in changes and additions to make this article
the rulebook, a number of GM and players compatible to the new edition, the text is
have concluded that priests of the Dwarf pretty much what I wrote (and edited by
Ancestor Gods also suffer from this same Graeme Davis and Martin Oliver) for the
limitation. previous Hogshead /GW publication.
Dwarf Religion
The Dwarfs venerate their ancestors instead Religion in Dwarf Society
of worshipping otherworldly gods. They Religion is integral to Dwarf society. It fulfils
believe that the spirits of the ancestors watch a role that transcends the normal bounds
over them, guide their actions, judge their dictated by clan and, to a lesser degree,
achievements and determine if they have led craftguild. It also plays a role in certain social
worthy lives. functions like the exchange of marriage vows,
judging those accused of breaking the law,
The most widely revered of ancestors are the consecrating new settlements, and conducting
Ancestor Gods. Of these, Grungni, Valaya, burial rites.
and Grimnir are the most important.
According to Dwarflore, the three were born Members of the priesthood are held in high
from deep within the hearts of the first esteem, both for their wisdom and because
mountains, and the entire Dwarf race is they represent the Ancestor Gods. Many
descended from them. Gazul, the younger disputes between clans and holds have been
brother of the three principal Ancestor Gods, settled through the mediating efforts of
protects the spirits of the clan ancestors. priests.
Smednir, Thungni, and Morgrim are other
Ancestor Gods, whose worship tends to be The cults of the Ancestor Gods and
restricted to specific clans. veneration of the clan ancestors have certain
traits in common with one another. These are
covered in the following sections.
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Ancestors. The protection prevents the body from Priests of Gazul also accompany the army in
being used for necromantic purposes. At the end of order to perform the ritual invoking Gazul’s
the four days, the priest of Gazul opens the burial protection upon the fallen. In many cases, it
vault of the deceased Dwarf’s clan and entombs the is impractical to do anything other than bury
corpse with the burial goods. 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.”
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For Slayers, the strictures are: Death cult of sorts, but that would only be
• Always engage in any combat partially true. Slayers do not frivolously seek
where the chances of honourable their end: to do so would be nothing less than
death are highly probable, dishonourable. Instead, they search for a
especially against unfavourable means to achieve a great deed at the risk of
odds life and limb so that they can atone for
• Any cowardice in the face of such whatever past crime or failure they have
combat further dishonours and committed. Their doom weighs heavily on
disgraces the Slayer. those who take up the mantle of Slayer. As
expected, many are mentally unstable and
Holy Sites pass their mundane existence between battles
The largest temple of Grimnir in general use in an intoxicated state produced by either
is located in Karaz-a-Karak, where it alcohol or some other form of addictive
dominated by a large statue of Grimnir as he substances.
appeared before departing for the Chaos
Wastes; the temple's walls are carved with Skills and Talents
reliefs depicting the deeds of Grimnir on his In addition to the skills and talents available to
journey, as told by the returning Morgrim. Dwarf priests, the priesthood of Grimnir may
The temple in the Slayers' Hall at Karak purchase any of the following at normal cost:
Kadrin is larger, but only Slayers are
permitted to enter. Another great temple to Skills: Academic Knowledge
Grimnir lies in the still ruined part of Karak (Strategy/Tactics), Dodge Blow,
Eight Peaks, just out of reach of the Dwarfs Intimidate, Outdoor Survival
dwelling in the citadel. Many Slayers have
set forth to recapture the temple, but none has Talents: Strike Mighty Blow, Strong-minded
yet succeeded.
Holy Days
Sub-Cults There are no specific holy days to Grimnir.
The sub-cult of Slayers is unique among the Festivals to Grimnir take place before battle,
sapient races. Many would consider it a and after a victory.
“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.
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“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.”
Other Ancestor Gods runes” gave the Ancestor Gods and their
followers power to overcome their most
depraved enemies.
The worship of the other Ancestor Gods is
limited to the respective craftguild to which
A gloomy Dwarf, Gazul has jet black hair and
the particular Dwarf deity gave rise, with the
beard with streaks of grey, especially at the
exception of Gazul. The Lord of the
temples and the corners of his mouth. He is
Underearth is typically revered during
normally shown wearing armour of black iron
observances of remembrance for the fallen in
under a black cloak, and carrying the great
combat and those who have died a peaceful
runesword Zharrvengryn (“Flaming
death.
Vengeance”).
Symbols
Gazul, Lord of Underearth Gazul’s main symbol is a stylised cave
entrance, which represents the entry to the
A lesser Ancestor God, Gazul is Underearth where the spirits of the ancestors
the protector of the dead. Even in reside. A secondary symbol the flame, used
the time of the Ancestor Gods, mostly by the Dwarf witch-hunters of the
Gazul pondered long on the Order of Shadow Hunters, an offshoot of his
mortality of his race. Reflective in nature, cult. Priests of Gazul dress in black with red
Gazul established the Dwarf tradition of trim and wear Gazul’s rune embroidered on
venerating their ancestors, whether living or the right breast. Witch-hunters wear dark-
dead. He also uncovered the signature runes coloured armour underneath black cloaks.
for himself and his sibling gods: Grungni,
Valaya, and Grimnir. These “signature
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A Night to Remember
It was one thing for their erstwhile captain to release them from service for having a spot of fun
with the daughter of that wretched farmer, but there was no call to have an armed detachment to
escort them off the Baron’s land so late on a Brauzeit afternoon. Günter was swearing up a
storm as the autumn night descended upon them.
“Ulric’s cold arse, but I could use a warm fire,” Günter said as he began to recover his wits after
railing at the soldiers who left he and Hals on an old deer path in this part of central Stirland.
“No town around these parts, but I reckon there is probably a farmstead where we could get
shelter,” replied Hals.
The light of the full moon gave the two mercenaries enough light to make their way across the
land since Captain Blücher did not see fit to give them a lantern. After several hours trudging in
the cooling night, Günter spotted a light up ahead. Moving closer, the two spotted a ramshackle
small farmhouse a few hundred yards from the road. If not for the light, Günter and Hals would
have thought the house long abandoned.
An old man opened the door after the two travellers knocked. “Please enter,” the old man
offered. “My name is Viktor and my wife in Brunhild. Please excuse my poor house. We do
not get visitors here often. You two look hungry. We don’t have much to offer other than some
stew and bread. I hope that shall suffice?”
Günter looked over the room they entered and disappointedly noted that there was nothing here
of any worth. There was another door opposite from where they entered, probably leading to the
elderly couple’s room. “We have no coin to offer in compensation for your hospitality.”
“No matter,” replied the old man. “It is against our custom to accept payment for hospitality
freely offered. Please sit.”
Brunhild brought the stew, which turned out to be quite good. Günter and Hals were indeed
hungry and it wasn’t until the third bowl that they noticed that their hosts were watching them
the whole time while not partaking of the meal. Nonplussed, Hals asked why Viktor and
Brunhild had not joined them.
“We had eaten before you arrived and did not wish you to pass on our meagre offering for fear of
offending us. So, there is no need to concern yourselves. Please, continue eating your fill.”
While the two mercenaries continued eating, Brunhild excused herself so that she could ready
the smaller room for the two guests to spend the night. An hour later, the two men felt the
weariness of the day’s events in their bones. Günter and Hals retired for the evening.
As he began to fall asleep, Günter realised that there was no windows in this room, just the door
leading out to where his hosts remained, cleaning up after the dinner. Günter could not recall
ever being this tired.
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The audible crashing of the front door, followed by screams and the sound of fighting woke the
sluggish mercenaries from their stupor. Günter and Hals grabbed their weapons while trying to
shake the cobwebs from their minds. Opening the door, they were taken back by the sight of five
Dwarfs clad in black armour and cloak: one hammering a stake through the heart of the shrieking
old woman while two of the others held fast her arms. The old man had likewise been
dispatched, his mouth opened wide displaying two oversized fangs.
“The would-be victims have awaken,” the oldest Dwarf stated barely concealing with contempt.
“We should thank you for occupying the two fell creatures here so that we could close on them
unnoticed. One the other hand, you could thank us for rescuing you from a certain death. Or did
you think the stew you ate came from a cow or pig?”
Ignoring the two mercenaries, the Dwarfs set about cutting off the heads of the two vampires and
tossed the remains into the fireplace. The Dwarfs then added more fuel to the fire, deliberately
placing the wood so that it reached out of the confines of the fireplace. They stoked it until the
flames started to ignite the walls of the farmhouse.
The Dwarf leader turned towards Günter and Hals, “Best to burn the whole place down as the
flames will cleanse the stench of the abominations from this ground. You may wish to take your
possessions and leave quickly lest the flames decide to take you as well.” With that, the Dwarfs
silently depart into the night. Günter and Hals gathered their things and did likewise.
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• Work only with tools that you the gift to inscribe runic magic. Thungni
yourself have made, and keep and his progeny laboured to produce
them well maintained. weapons of power before the cataclysm
foretold by Grungni struck the Dwarfs.
Holy Sites Aided by his brother Smednir, Thungni
Most Dwarfhold workshop areas have one or crafted some of the most potent rune-
more shrines to Smednir, and his altar is set weapons ever. A few have been lost during
up beside those of Grungni and the Clan generations of wars, but many remain in the
Ancestors in every Old World Dwarfhold. possession of Dwarfkings and powerful
Rune Lords.
Skills and Talents
In addition to the skills and talents available to Thungni is portrayed with reddish brown
Dwarf priests, the priesthood of Smednir may hair and beard. He is usually clad in full
purchase any of the following at normal cost: armour, with a breastplate inscribed with his
personal rune. In one hand he holds a runic
Skills: Academic Knowledge (Metallury), staff, symbolising his power and skill as a
Evaluate, Trade (Armourer, Gem Runesmith. In the other, he holds the rune-
Cutter, and Weaponsmith) hammer named Karaz-Kazakrhun,
"Enduring War Rune."
Talents: Ambidextrous
Symbols
Holy Days Thungni’s main symbol is his personal rune
The turn of the year is a major festival of on a hammer. This denotes his role as an
Smednir, marking the completion of an old Ancestor God of Runesmiths. Rune Lords
work and the beginning of the new. Apart and other clan elders wear slate-grey robes
from that, Smednir has no fixed holy days. It during ceremonies initiating new
is customary to pray to Smednir before runesmiths to their calling. Initiates and
beginning any new piece of metal extraction priests of Thungni dress in blue-grey robes
or metalworking, and to give thanks upon its with a hammer embroidered on their left
successful completion. breast.
Strictures
Thungni, Ancestor God of All Runesmiths must abide by the following
Runesmiths strictures:
• Never reveal the secrets of
The first son of Grungni and Magic Runecraft to any one
Valaya, Thungni is the god of runic other than a fellow Runesmith or
magic and runesmithing. one’s own carefully chosen
According to Dwarf lore, Thungni Apprentice.
ventured deep into the earth during the Long • Never allow a rune-weapon to
Migration. He spent considerable time in a fall into the hands of any Dwarf
place he called Ankor Bryn, the Glittering enemy, even if it must be lost or
Realm. When he emerged, Thungni brought destroyed.
the secret of Runic Magic to the Dwarf race. • Always investigate any rumour
Thungni discovered that only he, his father of lost rune-weapons and
Grungni, and a few of his descendants had recover them when possible.
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• Never allow any non-Dwarf to returned to his people. When the forces of
obtain or pass on any knowledge Chaos were contained in the north, Morgrim
of runic magic. returned to the depths of the world with the
• Never allow one’s reputation to other Ancestor Gods, his task completed.
be sullied by poor craftsmanship.
Morgrim is depicted as a mail-clad Dwarf
Holy Sites wearing a hung with tools. He is often
There are no formal temples of Thungni. In the depicted with dust in his hair and beard and
Dwarfholds, shrines to Thungni are prominently oil on his hands. Morgrim carries one of his
placed within the work-halls of the Runesmith father Grimnir's axes, named Onkegruni
clan. The few Runesmiths residing outside the (“Widow Maker”).
holds, including Expatriates, maintain a small
shrine within their workshops. Since Symbols
Runesmiths living among Humans do not reveal Morgrim’s main symbol is a stylised stone
themselves, their shrines are usually blended in thrower: a secondary symbol is the rope and
with their surroundings. pulley. Initiates and priests favour dark
clothing (black or dark grey) with a small
Skills and Talents version of Morgrim’s symbol embroidered
The priesthood of Thungni may purchase any of on the left breast.
the skills and talents listed in the various
Runesmith careers in RoS2e, pages 216-217. In Strictures
addition, priests of the Thungni cult may learn The following strictures apply to all Dwarf
an additional two runes for each point of their Engineers:
Mag characteristic at normal cost. There is no • Any who steal or dishonourably
separate lore of divine prayers for this cult. sell Engineer secrets must be
brought to Dwarf justice in
Holy Days accordance to Dwarf law.
There are no set holy days for the cult. • Craftsmanship must be kept to
the highest level. Shoddy work
is unforgivable and
Morgrim, Ancestor God of dishonourable.
Engineers • Uncontrolled or dangerous
innovations must not be
The son of Grimnir and Valaya, undertaken, particularly not to
Morgrim was the first Dwarf the detriment of craftsmanship.
Engineer. He developed and taught • All knowledge is sacred and
his clans the techniques of crafting must be preserved, even at the
engines of war and other devices. Before the cost of innovation.
coming of Chaos, Morgrim and his clan • All construction phases of an
crafted bolt and stone throwers of all sizes, Engineer’s craft must be
and devised traps to form the first line of accompanied by the recital of the
defence against the invading horrors foretold appropriate Guild litanies and
by Grungni. In the latter stages of the first incantations.
Chaos Incursion, Morgrim joined Grimnir on
his quest to close the Warpgate. Honouring Imperial Dwarf Engineers tend to interpret
his sire’s request, Morgrim reluctantly these strictures narrowly, to discourage
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innovation. Expatriate Dwarf and some worship of clan ancestors cannot be separated
Barak Varr Engineers, on the other hand, from everyday life. No undertaking can
tend to perceive the strictures as setting commence without performing the proper
parameters to make some innovations rituals to solicit an ancestor’s blessings.
possible and acceptable. As might be These rituals are specific to the individual
expected, there is some tension between clans, and clan members are taught the
these different groups. ritual protocols from their earliest
childhood. Many venerated ancestors were
Holy Sites clan founders, or those who performed
All Engineer Guildhalls, including those of heroic acts after the Time of the Ancestor
Expatriate Dwarfs, have one or more shrines to Gods.
Morgrim. The largest is located in Zhufbar, the
most industrialised of all Dwarfholds. Smaller Symbols
shrines to Morgrim may be found in the corners Each ancestor cult uses the appropriate clan
of the temples to Grungni and Grimnir in the insignia.
larger Dwarfholds.
Strictures
Skills and Talents All Dwarfs must abide by the following
In addition to the skills and talents available to strictures:
Dwarf priests, the priesthood of Morgrim may • Always honour one’s clan
purchase any of the following at normal cost: ancestors on every Day of
Remembrance.
Skills: Academic Knowledge (Engineering or
Metallurgy), Drive, Scale Sheer • Never perform nor permit an act
Surface, Trade (Shipwright in Barak that brings dishonour to the
Varr or Kraka Drak) memory of a clan ancestor.
• Always seek the blessings of an
Talents: Acute Hearing, Master Gunner ancestor before any
undertaking.
Holy Days
The summer solstice is a major festivity to Holy Sites
Morgrim. It marks the time to clear the All clan halls and each family dwelling have
clutter of the past year’s efforts, the small shrines dedicated to clan ancestors.
completion of old projects, and the They may be as simple as a small table with a
beginning of new work. In addition, tankard of Dwarf ale and a small objective
prayers are offered to Morgrim at the start representative of the clan’s craftguild, or they
of any new engineering work, especially may be more elaborate, with a portrait of the
the construction of war machines and ancestor, and perhaps some personal
mining equipment. possession, prominently displayed. Some
shrines may even be located alongside shrines
dedicated to the Ancestor Gods.
Ancestor Worship
Holy Days
Ancestor Cults The main festival of the ancestor cults is the
Day of Remembrance for each Dwarfhold or
From the Dwarf perspective, the settlement.
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Divine Dwarf Magic of 100 ep. If this test fails, then the Dwarf
priest has been found wanting at the time and
must spend another four weeks with a different
Priestly Magic senior priest of the cult. Generally such
In the same manner that human priests call training takes place in a nearby temple.
upon the favour of their gods, the Dwarfs are
able to draw upon the power of the Ancestor The higher cost in terms of the time and ep it
Gods through use of prayer and ritual to takes to obtain divine Dwarf prayers is offset
defend their folk from those who would seek by the fact that the Dwarf priest need only test
to harm them. This ability requires dedication on the “Fury of the Ancestor Gods” table below
of time and effort to master. rather than “The Wrath of the Gods” table
(WFRP2e, page 144) whenever they roll
Unlike their human counterparts, a Dwarf doubles or triples on their casting roll. In
priest must spend four weeks training with a addition, Dwarf priests are penalised with an
senior priest for each particular divine prayer. Automatic Failure 50% whenever they roll a 1
To represent this in game terms, the Dwarf on all the dice in their casting roll (WFRP2e,
priest must pass a Routine (+10%) Fellowship page 142).
test before purchasing one Divine Lore (for the
appropriate cult) talent for that prayer at a cost
There are two situations in which the Dwarf table when his casting roll invoking a divine
priest does not need to roll on the above prayer normally dictates such an action: (1)
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when the priest is defending members of his keep their racial talent of Resistance to
own race or (2) the priest is invoking prayers Magic.
from within a Dwarfhold or temple
dedicated to the Ancestor God. Still, the Ancestor Gods are not generally of
the mind to grant their servants the use of too
As a result of the blessing of the Ancestor much magic. As a result, the lores described
Gods, Dwarf priests are able to invoke the below have less Divine prayers than the
power of Divine prayers even though they number available to Human or Elven priests.
Lore of Grungni
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Artistic talent – create a sculpture. The surrounding the top anywhere within 20
effects of this prayer is permanent unless used yards. The tower is no more than twelve feet
in an area inherently unstable. In the latter tall with a diameter of 5 yards and arrow slits.
case, the effects last one hour for every point The single door is stout and made of oak. The
of the priest’s Mag characteristic. inside of the tower is bare, though there is a
stone stairway along the interior wall leading
Erect Stone Tower up to a trapdoor on the ceiling. Anyone
Casting Number: 20 caught napping or standing on the top of the
Casting Time: Three Full Actions tower when the effects of the prayer ends on
Ingredient: Two stones (+1) the following sunrise must roll for falling
Description: By invoking this divine prayer, damage from a 4 yard drop (WRFP2e, page
the priest to able quickly construct a small 138).
stone tower (TB 10, W 30) with battlements
Lore of Gazul
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effects of the prayer. The priest may Ingredient: A piece of granite (+1)
choose to direct the power of this prayer Description: The priest invokes the
at a Necromancer or Vampire with spell- Protection of Gazul on an single corpse
casting abilities within range. The targeted which severs the tie of the spirit to the body
individual must successfully pass a WP- and allows the former to depart to the realm
20 test to resist the effects of the spell. of the Ancestors. To the outside observer,
Failure means that the target sustains 2D5 the prayer causes a fire to engulf – but not
W irrespective of their TB and lose the burn – the body of the deceased for the
ability to cast spells for 1D5 hours. duration of the invocation. In addition, this
divine prayer prevents the corpse from
Gazul’s Protection being re-animated by necromantic means
Casting Number: 20 for 100 years.
Casting Time: 1 hour
Lore of Grimnir
Reduce Fear
Casting Number: 6 Frenzied Attack
Casting Time: Half Action Casting Number: 14
Ingredient: Wood or metal token with Casting Time: Full Action
Grimnir’s rune inscribed upon it (+1) Ingredient: A piece of lodestone (+2)
Description: By invoking this divine prayer, Description: With this divine prayer, the priest
the priest increases his WP or that of one of increases his A characteristic or one of his allies
her allies within 12 yards by +10% when within 12 yards by +1 for 1D5+5 rounds.
testing against Fear (e.g., facing an opponent
with the Frightening or Unsettling talent) for Cause Terror
1D10+2 rounds. Casting Number: 16
Casting Time: Full Action
Enhance Strength Ingredient: A piece of sulphur (+2)
Casting Number: 8 Description: Through use of this divine
Casting Time: Half Action prayer, the priest can cause any opponent in
Ingredient: A lead ingot (+1) melee combat to take a Terror test (as if the
Description: With this divine prayer, the priest had the Terrifying talent) for 2 rounds
priest increases his S characteristic or that of per point of the priest’s Mag characteristic.
one of his allies within 12 yards by +10% for
1D5+5 rounds. Immunity to Terror
Casting Number: 20
Grimnir’s Blessing Casting Time: Full Action
Casting Number: 10 Ingredient: Three one-inch diameter iron discs (+2)
Casting Time: Full Action Description: By invoking this divine prayer,
Ingredient: Small wooden axe (+1) the priest renders himself and up to 4 of her
Description: Through this divine prayer, the allies within 12 yards immune to any situation
priest can increase the WS of herself or one of requiring Fear or Terror tests (e.g., facing an
her allies within 24 yards by +10% for the opponent with the Frightening, Terrifying or
number of 1D5+5 rounds. Unsettling talent)for 1D10+6 rounds.
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Lore of Morgrim
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Lore of Smednir
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Lore of Valaya
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The Master Runes listed below are also almost indefinitely. Thus, Dwarf ale brewed
available for Runesmiths, but at an additional nearly a millennium in the past can taste as if
cost of 8 to the Inscription number. This its master brewer just delivered it for
difference reflects the will of the Ancestor consumption.
Gods that their most honoured servants Description (Temporary): Rarely used as the
benefit from their long years of dedicated temporary rune only lasts until dawn of the
service and devotion. following day.
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Lost in Translation: Going Underground: Servants of the Ancestors Alfred Nuñez Jr.
warning. The description must be such that up to a mile away in the direction the wearer points
the rune can distinguish an intended target provided there is a clear line of sight.
from others. For instance, a Tzeentchian Description (Temporary): The temporary
cultist can only be detected if the target rune remains active until dawn of the
openly wears clothing or markings that following day.
differentiate them as such.
Description (Temporary): The temporary Rune of Alarm
rune fades after it first detects an enemy. Type: Divine/ Talismanic
Inscription Number: 10
Rune of Farseeing Empowerment: 4
Type: Divine/ Special Description (Permanent): This rune can be
Inscription Number: 8 inscribed on any spot or object in order to act
Empowerment: 4 as a loud alarm should any living creature
Description (Permanent): This rune can be pass within one yard of it. The alarm can be
inscribed on any transparent gemstone – of any intensity or carry a short spoken
usually clear quartz – allowing the possessor message of up to 10 seconds. In addition, the
to peer through the lens and see faraway object of the alarm can be specified by person
objects of up to a mile away as if these were or group of people (for instance, non-Dwarfs).
considerably closer. This requires an Description (Temporary): As permanent,
uninterrupted line of sight. but will only set off an alarm once.
Description (Temporary): Like permanent,
but it only lasts until dawn of the following day. Rune of Slowness
Type: Divine/ Talismanic
Rune of Restoration Inscription Number: 10
Type: Divine/ Talismanic Empowerment: 4
Inscription Number: 8 Description (Permanent): This rune may be
Empowerment: 3 inscribed on an amulet, armour or clothing;
Description (Permanent): This rune can be which halves the Ag characteristic of anyone
inscribed on an amulet, giving it powers of attacking the bearer of the rune.
healing once a day. When placed on a Description (Temporary): Same as
forehead of a wounded Dwarf, the rune permanent, but only lasts 1D10+2 rounds.
restores 1D10 W. The runic amulet can be
used on other humanoids – even greenskins – Rune of Warmth
but can only restore 1D5 W. Type: Divine/ Talismanic
Description (Temporary): The rune can be Inscription Number: 10
painted on the skin of an injured Dwarf Empowerment: 4
restoring 1D10 W. Description (Permanent): This rune can be
inscribed on an amulet, ring, or similar
Rune of Signalling ornamentation, granting the wearer protection
Type: Divine/ Special against cold (useful in the mountains). The
Inscription Number: 8 rune automatically activates whenever the
Empowerment: 4 outside temperature reaching the wearer’s
Description (Permanent): This rune can be body drops below 5° C (or 41° F) and lasts
inscribed on an amulet, ring, or similar item, until the wearer can reach a warmer place.
allowing the wearer to send a signal in a burst of Description (Temporary): The temporary
light. The bursts last two seconds and can be seen version can only be used once.
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Description (Temporary): The rune can only powerful against Undead. If the runic
be used once for a duration of 1D10 minutes. weapon inflicts any damage on an Undead
creature, that creature is slain outright.
Rune of Passage Against other creatures, the weapon inflicts an
Type: Divine/ Talismanic additional 1D2 W for every successful hit.
Inscription Number: 16 Description (Temporary): Same as
Empowerment: 5 permanent, but can only be used once.
Description (Permanent): This rune may be
inscribed on any amulet, clothing, or armour Master Rune of Grimnir
or on a weapon; which enables the bearer to Type: Divine
pass through any solid substance at a Inscription Number: 22
Hampered rate for 30 seconds. If the bearer Empowerment: 8
remains within the sold substance at the end Description (Permanent): This master rune
of this time, he is ejected into the nearest open can be described on any weapon and is very
space in any direction, which could be powerful against minions of Chaos (including
someplace unknown or even back into his creatures such as beastmen, griffons, harpies,
starting point. The rune does not allow manticores, and minotaurs). If a weapon with
passage through living things, such as trees, this master rune inflicts any damage on a
people, etc. Once used, the rune cannot be Chaos creature, that creature is slain outright.
used again until dawn of the following day. Against other creatures, the weapon inflicts an
Description (Temporary): Same as additional 1D2 W for every successful hit.
permanent, but can only be used once. Description (Temporary): Same as
permanent, but can only be used once.
Rune of Verminkill
Type: Divine/ Special Master Rune of Grungni
Inscription Number: 16 Type: Divine
Empowerment: 5 Inscription Number: 22
Description (Permanent): This rune can be Empowerment: 8
inscribed on the lintel or threshold of a Description (Permanent): This master rune
doorway leading to a small room (no more can be described on any weapon and is very
than 1000 cubic feet) to protect its contents powerful against any specific enemy of the
from vermin of any type. Any such creature – Dwarf race: Chaos, Elves, Giants, Greenskins,
including rats – that enters the rune-protected Skaven, Trolls, or Undead. If a weapon with
space is instantly vaporised. Should a giant this master rune inflicts any damage on the
rat or Skaven enter this area, they suffer 1D2 type of enemy so designated, that creature is
hits at SB6. slain outright. Against other creatures, the
Description (Temporary): Same as weapon inflicts an additional 1D2 W for
permanent, but remains active until dawn of every successful hit.
the following day. Description (Temporary): Same as
permanent, but can only be used once.
Master Rune of Gazul
Type: Divine/ Weapon Master Rune of Morgrim
Inscription Number: 22 Type: Divine
Empowerment: 8 Inscription Number: 16
Description (Permanent): This master rune Empowerment: 8
can be inscribed on any weapon and is very
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Lost in Translation: Going Underground: Servants of the Ancestors Alfred Nuñez Jr.
chain them into their cells, though an Elf character weapons. The PCs will be spread among the
might be treated in such a manner should she have Dwarfs until they reach the outskirts of their
proven to be exceptionally obnoxious or destination. From there, the PCs are expected to
troublesome on the journey to Zhufbar. reconnoitre the ruins and report their findings.
After a number of days in the darkness with The reputation of Sylvania should be enough to
only weak ale and hard bread for keep the PCs within screaming range of the
nourishment, the PCs hear the sound of Dwarfs. Should they run, then the GM should do
armoured Dwarfs approaching. A company whatever he pleases to ensure the PCs regret their
of soldiers have been sent to bring them to the hasty decision. Only if the PCs stick it out with the
resident High Priest of Gazul. The Priest will Dwarfs should they have hope of survival.
quiz the PCs about their names, place of
origins, and the names of their ancestors, as Castle Teufelheim has an evil reputation and
well as their intention at the time of arrest. was the base for the notorious von Teufelheim
He cares little for any complaints they may family, rulers of Sylvania from the mid-12th to
have or protestations of innocence. the mid-13th centuries (1168 to 1232). Any
PC with the Academic Knowledge (History)
Once finished, the High Priest has a simple skill may make an Int test to recall that the
proposal: the PCs can either join a patrol of family were depraved followers of Kháine, God
Shadow Hunters – including a low-ranking of Murder and the Raving Dead. The peasants
Priest of Gazul – to investigate reports of living near the ruins fear that the return of von
activity at the ruined castle in the Sylvanian Carstein is causing the shadows of the followers
town of Teufelheim or return to their cells for of Katarina von Teufelheim to awaken.
a period of five years. The High Priest
pledges that he will commute the PCs’ GMs are free to determine the truth behind
sentence should they serve honourably. the fears. If the PCs are sufficiently wary and
cautious in their investigations, then the
Once the PCs swear an oath to do their best, concerns of the locals and Dwarfs could well
their clothes and armour are returned to them, be unfounded. Should the PCs act with over-
though not their weapons. Moreover, as they confidence, then the GM should consider the
are still prisoners – and the Dwarfs are hardly surrounding area full of restless Wights,
a trusting lot – the PCs will be chained to one Spectres, Wraiths, or whatever else strikes his
another for the duration of the trip. The are fancy. From the Shadow Hunters’ standpoint,
short enough to hamper any attempt to run the PCs’ job is to be the vanguard of the
away. The trek takes a number of days as the Dwarf strike force and lure whatever raving
Dwarfs follow a narrow path to the eastern Undead or demented Necromancer into the
edge of the Tangled Forest. open to be eliminated.
Once they are within a day’s march in the haunted
woodland, the PCs are unchained and given their
Conclusion
expands the religious aspect of the game to
In conclusion, the inclusion of Dwarf religion cover the race representing the second largest
to one’s game would certainly add depth and segment of the population of the Empire as
complexity to the background of any Dwarf well as that realm’s eastern and southern
character, whether PC or NPC. It also neighbours.
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