The Ancestor Gods, also known as the Dispossessed, are the Duardin deities. Each of these gods were awakened before any other deities of the World That Was.
Breaking free of the rock that encased them they travelled theWorld That Was and created the original incarnation of the Duardin race called the Dwarfs, or Dawi as they named themselves.
It was the Ancestor Gods who originally taught their children the crafts that they are so renowned for, and they even survived the destruction of the World That Was to reemerge into the Mortal Realms during the Age of Myth.
Grugni[]
Grungni is the thane of the Ancestor Gods and is worshipped by all Duardin equally. As the patron of metalwork and masonry, it was he who taught his sons the fundamental (Duardin) skills. Without him the great halls of the Duardin race would be barren and jagged and their tools, armour and all other things of metal would be misshapen.
According to Duardin lore, he crafted many of the greatest relics of his race, including the Throne of Power. (Which has been protected within the halls of Karaz-a-Karak) When the time was right, he lead his people to war with Chaos after its incursion in the Old World. He is melded (equivalent of married) to Vhulkhaya and father of Grednir, Morgrim and Thungni. His commandments read as:
-Always strive to advance the clan or Throng’s reputation through solid workmanship.
-Always ensure that any tunnel, chamber or structure is structurally sound.
-Render repair upon any such structure when it becomes unsafe.
-Never surrender to the enemies of Duardin.
-Never refuse the opportunity to regain control of a Duardin-hold that has fallen to the enemy.
-Never miss the opportunity to do what you like doing best as long as it is good for all Duardin and follows the law - commit yourself to your craft.
Vhulkhaya[]
Vhulkhaya is the goddess of gold, mining, home and healing. This Duardin goddess is also very powerful. She is worshipped (more frequently than others) by Duardin goldsmiths and miners who pray to her before starting a project or going down a mine. There are in many places’ altars to Vhulkhayâ near mine entrances. In a Duardin’s personal chambers, a miniature altar is placed on a bedside as a blessing to their living-space and many taverns boast a statue of her resemblance. (*Note here that Duardin women look the same as the men*) She founded many of the original Duardin holds, such as Karak-a-Karaz and Karak-Eight-Peaks. Her commandments read as:
-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.
-Always provide aid to a wounded or ailing Duardin - if possible.
-Always assist a friend in need.
-Always attend the needs of the young.
-Always protect fellow Duardin from harm, especially at the hands of a Duardin enemy.
-Never knowingly distribute or sell spoiled drink or food.
Grimnir []
Grimnir is the god of battle and warriors and grudges. Widely worshipped by the Duardin before battle and Fyreslayers pray primarily to him. Most Fyreslayers, in-fact have his rune hammered into their flesh. Some axes and war hammers, shields and se-axes have an Ur-golden or Nor-golden rune that follows the design of his. This god is Grûngni’s brother. Grimnir’s commandments read as:
-Always press home an attack whenever so ordered by a veteran or commander.
-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 Duardin enemies possible.
Grednir []
The goddess Grednir is a lover of crystals and ore, whether they be diamonds or emeralds. Those Duardin who worship Grednir primarily wear many crystals in their beards and on their armour. They enjoy shaping crystals and pray to this goddess before starting on a project. She survived into the Age of Sigmar, her commandments read as:
-Never knowingly produce an object that is less than the best you could make; to do so dishonours Grednir, the craft and yourself.
-Never make an object for any non-Duardin who has not first proved their worth and loyalty to the Duardin race.
-Work only with the best tools you can afford; your craft deserve the best.
Thungni[]
Son of Grungni and Vhulkhaya and co-creator of the Khazalid runes, Thungni is the patron of runesmithing. Runesmiths follow his teachings to the letter- if not they would be performing Magik. (which is deemed a horrible crime by Duardin.) Though it is not known how, Thungni kept the knowledge of his craft. His commandments read as:
-Never reveal the secrets of Runesmithing to any but your chosen apprentices and trustworthy Duardin.
-Never allow a Rune-forged item to fall into the hands of the enemy, even if it means the object is lost or destroyed.
-Always investigate rumours of lost Rune-forged items and recover them if possible.
-Never allow any non-Duardin who has somehow acquired the knowledge of Runesmithing to pass on their knowledge- this includes humans who style themselves as Rune-masters.
-Never allow one’s reputation to be sullied by poor craftsmanship.
Morgrim[]
Morgrim, the god of engineering and technology, was born an engineer, creating new ways of performing simple tasks so the Duardin do what they wanted to do more often. He taught many others his craft but had no children, unlike the other Duardin Ancestor Gods -- instead engulfing himself in his craft.
Upon his helm an Endrinkuli-Dok or "engineers-eye" can be flipped down to inspect inventions. None but Morgrim himself knows how it works and it is the only secret he has ever kept. Engineers like those of the Ironweld Arsenal respect him and worship him before all others. Surviving through the Age of Chaos with Gazul in the underworld of Vhulkhul, his commandments to his faithful are:
-Any who sells or dishonours engineering secrets must be brought to Duardin justice and under Duardin law.
-Craft every item to its highest degree, those that don’t dishonour the craft.
-Uncontrolled or dangerous innovations must not be undertaken, particularly not to the detriment of craftsmanship.
-Do not create tensions with other engineers out of jealousy or misjudgement- accusations must be true or else shame upon thee who have made these accusations.
-All construction phases of an engineer’s craft must be accompanied by the recital of the appropriate guild litanies and incantations.
-Make use of broken or failed inventions if possible.
Gazul[]
The god of the Duardin underworld Vhulkhul, and brother of Grungni and Grimnir, it is Gazul's duty to find every Duardin soul and put them in the Duardin afterlife.
There they can rest, carry on with their craft and live in leisure. Many Duardin believe he only ever let two humans into Vhulkhûl, their names where Belaghost and Berendor and where good friends of Gazul. His commandments read as:
-Always oppose defilers of the dead, especially Necromancers.
-Never refuse to perform burial rites of those who perish.
-Never disturb the tombs of the dead when they are newly blessed.
-Always bury the Duardin dead in tombs of stone, gold, metal and gem.